Temporarily all development is being done to support the terralien project.
Pygsty is a pretty strange idea I had after drinking a bunch of wine and waking up early in the morning with a dull throb in my head. The basic concept is to organize the framework in an MVC kind of format in order to allow game logic and interaction to rise to the surface of an actual game project. Similar to what Rails has done in web applications.
I'm going to follow the principles of convention over configuration, DRY, and also the testability of game logic by removing complexities that rendering and user input provide.
The stateless web version of MVC obviously won't work in this context, at the same time they still provide a good foundation of where things go:
Models are everything from your bad and good guys, bullets, etc... to your levels, to your high score list. Long term goal is to provide some persistable format. Basically, the blocks of your game.
Controllers do more than traditional rails controllers. These are where the game is played. They control the interaction of models and will receive information on user input. This is the interactions of your game.
Views can be screens, images, 3D models, animations, etc... Again we are be flexible in the definition but we are still segmenting things that are drawn to here. This is the visualization of your game. Might include sound for the aural view.
The backend engine. Ok, maybe having too much fun with sharing terminology, but here is where the engine is really running and utilizes your controllers to provide input about what is happening on the current state of your game.
Python frightens and confuses me at this point. Here are the steps I think necessary to use and work with the code
For the main requirements
pip install -r Packages
For the development requirements
pip install -r Development
Unit testing is just unittest/nosetests/rednose