So, I'm still playing with python. Not sure I'm going to write an entire roguelike in it, but figured I'd hack out to the step 4 (walking around a room) on the 15 steps to a roguelike.
I noticed the number of files/lines of code seemed to be much smaller than I remembered, so I pulled up the equivalent submission in magecrawl.
The python copy looks like this:
While the magecrawl looked similar to this (this was from a few weeks later, similar idea though)
Here is the comparision (excluding test code). This isn't comparing to the map generator picture above, just the walking around an empty room.
Python - 3 source files, 127 lines of code.
C# - 13 source files, 503 lines of code.
Much of that difference comes from the verbosity of C#. Some of it comes from the use of interfaces in C# compared to duck typing in python. The rest comes from an effort to implement the minimum needed and keep things simplier.
As a side note, pygame is pretty awesome. I might pull in libtcod for line of sight and pathfinding, but since I want "tiles" graphics, pygame made that crazy easy.
I noticed the number of files/lines of code seemed to be much smaller than I remembered, so I pulled up the equivalent submission in magecrawl.
The python copy looks like this:
While the magecrawl looked similar to this (this was from a few weeks later, similar idea though)
Here is the comparision (excluding test code). This isn't comparing to the map generator picture above, just the walking around an empty room.
Python - 3 source files, 127 lines of code.
C# - 13 source files, 503 lines of code.
Much of that difference comes from the verbosity of C#. Some of it comes from the use of interfaces in C# compared to duck typing in python. The rest comes from an effort to implement the minimum needed and keep things simplier.
As a side note, pygame is pretty awesome. I might pull in libtcod for line of sight and pathfinding, but since I want "tiles" graphics, pygame made that crazy easy.

