#Python Game Development
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pattem · 1 year ago
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Python Game Development: Craft Stellar Gaming Experience
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Opening the View of Python Game Development
Python game development is a versatile and increasingly popular choice among developers due to its simplicity, flexibility, and vast ecosystem of libraries and frameworks. While not traditionally known as a high-performance language for gaming, Python's strengths lie in its ease of use and rapid prototyping capabilities. Python is often used in game development for various tasks such as scripting, game logic, AI programming, and tool development. Moreover, libraries like Pygame provide a simple yet effective way to create 2D games, while engines like Panda3D and Godot Engine offer more advanced capabilities for creating both 2D and 3D games using Python.
Besides, one of the major Python's key advantages is its extensive community support and wealth of resources available online. This makes it easy for developers to find help, tutorials, and ready-made solutions for common game development challenges. In this blog, we will be dealing with some basic benefits of Python in game development and also we will demonstrate the libraries and frameworks that are used for developing the game. So, let’s dive into this topic to know more. 
Adding the Benefit Of Using Python in Game Development
When it comes to discussing the benefits, it brings a lot on a plate. To begin with, the first added benefit is Python's simple and readable syntax makes it accessible to beginners and experienced developers alike. Its clear syntax reduces development time and debugging efforts, allowing developers to focus more on game design and logic. Also, Python's portability allows games to be developed and deployed across multiple platforms with minimal modifications. This makes sure broader reach and accessibility for players on various operating systems. Besides, python has a large and active community of developers who contribute to open-source projects, share knowledge, and provide assistance. This abundant resource pool facilitates learning, problem-solving, and collaboration within the game development community.
While Python may not match the performance of lower-level languages like C++ in certain scenarios, it can still handle a wide range of game types and sizes, especially for indie games, casual games, and educational projects. Also, python boasts a vast ecosystem of libraries and frameworks tailored for game development. Libraries like Pygame offer ready-made solutions for handling graphics, audio, input, and other game-related tasks, saving developers time and effort. Python's dynamic nature and extensive libraries enable rapid prototyping of game concepts. Developers can quickly create and test game mechanics, algorithms, and features, hence speeding up the entire iteration process.
Python Libraries used in Game development
Python offers a variety of libraries and frameworks tailored for game development across different genres and platforms. The first one is Pygame is a set of Python modules designed for writing video games. It provides functionality for handling graphics, sound, input devices, and other game-related tasks, making it suitable for 2D game development. 
Pyglet is another library for creating games and multimedia applications in Python. It offers an intuitive interface for handling graphics, windowing, and event handling, along with support for audio and video playback. Another library is the Panda3D is a game engine and framework for developing 3D games and interactive simulations in Python and C++. It provides a robust set of tools for creating immersive 3D environments, handling physics, and implementing complex game logic.
The other library is Kivy is an open-source Python framework for developing multitouch applications and user interfaces, including games. It supports various input methods and platforms, making it suitable for creating cross-platform games for desktop and mobile devices. Another library is Ren'Py is a visual novel engine that uses Python as its scripting language. It enables developers to create narrative-driven games, interactive stories, and visual novels with branching storylines, character interactions, and multimedia elements.
The Concluding Scripts
In conclusion, Python stands out as a powerful and versatile language for game development, offering numerous benefits such as simplicity, flexibility, and a rich ecosystem of libraries and frameworks. Its ease of learning and use, coupled with rapid prototyping capabilities, make it an attractive choice for developers of all levels. Additionally, Python's portability and extensive community support ensure broader accessibility and facilitate collaboration within the game development community. While it may not match the performance of lower-level languages in certain scenarios, Python remains well-suited for a wide range of game types and sizes, especially for indie and casual projects. 
As a leading Python development services, Pattem Digital specializes in leveraging innovative technologies like Python to deliver innovative solutions for businesses across various industries. From game development to web and mobile applications, our team of skilled developers and designers harnesses the power of Python and other tools to create tailored solutions that drive growth and success for our clients.
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webmethodology · 1 year ago
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Discover the ultimate resource for creating an efficient Python game development workflow using Git. Get essential strategies and best practices for seamless project management.
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futureheartzs · 5 months ago
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dev process of my submission for hackapet by hack club!!
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drew all the assets, wrote all the code, consumed all the energy drinks xD
overall an incredibly fun experience!! learning pixel art and ignoring my psychology tests were the biggest highlights :3
now onto the final push to submit on time >:D
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satansvirus · 5 months ago
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hey tumblr! I’m a tiktok refugee looking to meet new people!
- I’m a satanist
- I’m a liberal (I love Bernie sm 😭)
- I love witchcraft/the occult
- I am learning French
- I love computer programming and I’m learning to code in Python
- I am queer (bisexual)
- I am neurodivergent (bpd + adhd)
- I want to be a game dev someday
- billionaire ceos should die
If I sound like someone you’d wanna be friends with, let’s be mutuals!
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caxycreations · 10 months ago
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Another Tylvinian Tale update
I HAVE BEEN A FOOL
A DARNED FOOL
A DING-DANG FOOL
A DING-DANG-DARNED FOOL!!!!!!
I've been using Notepad to do all my code work and my buddy NewGnu just sat down with me for like an hour or so talking about the game and he introduced me to VS Code and now I'm working in an actual program designed for this and it looks
SO
GOOD
LOOK AT THIS
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COLOR CODED
AUTO-SPACING SETTINGS
SYNTAX DETECTION TO TELL ME IF THERE'S AN ERROR BEFORE I EVEN BOTHER TRYING TO RUN IT
AAAAAAAAAAAAA
WHY WAS I NOT USING THIS SOONER???
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girlwithmanyproblems · 2 years ago
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i want to learn c# and game development. is it difficult (impossible) for a girl whose primary language is python? do i need to take that ar/vr coursera certificate? also how is the job market? i want to learn it bcs i think it is insanely cool but also i need a job.
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inkblotfeathers · 11 months ago
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Python Pygame Test 31.07.2024
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i finally got this to work! an online colleague of mine helped me solve the issue i was having ( i forgot to put the pygame.display.update() in with the while run: ). now i can continue to follow the platformer tutorial, or do something with a pixel art piece in the style of the maze game or something like that!
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tyrantdev · 16 days ago
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Dev Log 6/6/25
Let's start with Thursday. Thursday I spent about 4ish hours working on the Minesweeper AI with ChatGPT. The program creates a board, prints the board, and can change the information on the board (only randomly right now). The AI at the moment is entirely random and the rules of the game are yet to be put in however we are able to simulate the start and end of a game alongside the process of selecting cells.
Today, I worked on my portfolio website. It's still not done, but I made some serious headway today. Today's main goal was getting images displayed where originally I only explained the game. Now there are title screen images that link to the details of the game. Next time, I will add details about what I did on each game. I also plan to add two more projects that are currently not listed.
For a quick list of all games I have worked on
+ Sole Survivor - a zombie shooter/escape game where you must repair your escape vehicle before you can leave the map. The game was made using Unity and C# programming alongside Unity's built in library.
+ Julien Jumper - A vertical platforming game that is bare bones as can be. The game was made using only the DX11 API for graphics and Git for version control.
+ MegaDude - It's pretty obvious what this was based on, this game was a side scrolling megaman clone. As is with Unreal we had a difficult time building a 2D game in a 3D environment but we succeeded, even got wall jumping. This was a game made using UE5.2 and Unreal's C++ library. For version control we used Git which was a problem for a while, we didn't find the .gitignore until day 3.
+ Noble Roots - the only game that I worked that did not finish development. We wanted but all the team members moved on after school wrapped up. For this game we were making a sprite based farm/life sim.
Next week all of these projects should be available on the website but for today, it looks like this.
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The full changes are in the git repo: https://github.com/TyrantofChaos/strangegamedd/commits/main/ for those that want to see it.
Saturday/Sunday
Honkai Star Rail and Trails through Daybreak updates on https://www.tumblr.com/tyranochaos?source=share
Monday
My Birthday; still going to work on Python studies + HackerRank + Minesweeper AI
Tuesday
Project Valkyrie
+ Mouse Controls + Text Boxes + Design Change from Turn Based to Action Game
Wednesday
Midweek update blog
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mokcie15 · 18 days ago
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Dev day 2.5
Finally got the sliders in place for health meter sanity and hunger
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mechanical-moron · 2 years ago
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Programmers, Web designers, game developers, anyone else who does stuff with numbers on a computer screen.....curious to know if you guys ever dream in code, and if so, do you like it? I for one do not find it to be particularly enjoyable but want to hear what others have to say lol.
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venezart · 1 year ago
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APPLE’S REJECTION OF META AI TOOLS: A STANCE ON PRIVACY AND SECURITY
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kerodekroma · 1 year ago
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This is a pixelart fanart inspired by python and pygame 🐍 I will use them for a new animated loader prototype as well :)
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futureheartzs · 5 months ago
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hckapet submitted!! ✅
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borbzaby · 11 months ago
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I am learning python and am wondering if anyone could let me know of any classic games I could program to get used to coding more complicated projects. Right now I am doing Snake but repost and let me know of what else there is
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caxycreations · 10 months ago
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Another Tylvinian Tale update
The coding for the second scene of Day One is complete! That's the intro, plus Kaleb's introduction, done!
Starting scene three now, we're close to the first day being done, story and code-wise!
I don't want this to be just a short little update, so I'm reiterating a poll from before as well:
I'm still not sure what to price the game, but I'm thinking $10-$20, somewhere in that ballpark.
I'm also thinking, if I keep working the way I have been, if I can knock out ~7 hours of work per day like I have the last few days...Let's see...
It'll take me ~90 days worth of working hours, but to account for slow days, days off, re-writes, day-or-week-long breaks, etc, I'm setting the ESTIMATED project completion date as April 25th, 2025.
I'll keep you guys in the loop and adjust the release date as needed!
That's the short version, but long below the cut for those interested in my thought process.
Long Version:
7 hours of work a day, for 3 days, got me 3.5 scenes of Day 1 written out, and 2 scenes of Day 1 coded.
If we break every Day after that into 3 scenes (Morning, Noon, Night)...
I'm working at a rate of 0.78 scenes per hour. We'll round that to 0.75. So 3/4 of a scene per hour of work.
And at 60 days of in-game time, that's 180 scenes.
But there are 18 characters with routes (I'm adding Moss as a befriendable route; NOT a romance route, friends only, because it's going to be VERY important to be close with Moss for one of the secret routes with another character)
And each route gives a completely different timeline of events, so a different version of every scene for each route.
18 different versions of 180 scenes, that's 3,240 scenes.
And there are 2 variants of 16 of the routes, romance and friendship, with 3 variants of 1 route, for a technical total of 36 routes (17 romance routes, 17 friendship routes, 1 enemy route, 1 friend route)
So that's actually 36 versions of 180 scenes, for a total of 6,480 scenes.
If I'm working at a rate of 0.75 scenes per hour, I finish 3 full scenes every 4 hours. That's ~5 scenes every 7 work hours.
At this rate, it would take me...2,160 hours of work to 100% complete the game. Which means
That's 90 days, or 12.85 weeks, or 3.21 months.
So, to account for slow days, bad days, and days where the code just WILL NOT cooperate, plus accounting for hours NOT spent working on days where I do work the full 7...
I'm setting an ESTIMATED 100% completion date of April 20th, 2025.
I will keep you guys in the loop, obviously, and adjust the release date as needed.
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sidewalk-scrawls · 2 years ago
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Fellow game devs who are fleeing Unity, what are your thoughts on Godot vs Unreal for making 2D games? I know Unreal is pretty over-powered for most 2D development, but given I'm used to Unity, how is Godot feature-wise? Are there any features it's noticeably lacking?
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