Turns out pygame is really only useful for including minigames. I suspect I’ll want to return to it when I’m ready to start setting up the farming system. There appear to be 2 or 3 games in the library with a similar mechanic. Maybe not though, and Renpy’s included functionality will be enough. At this point actually, I’m certain I may be able to just map the “plants” growing and sprites changing out to time passing in the calendar.
After some digging through the Renpy wiki, my hopes were correct that all the parts to make my game function how I envisioned were already there, created by someone else (usually Renpytom). Among them, a stats screen and “affection” counter, as well as a shop, inventory, money, and calendar system, with included graphical parameters. If this is how game development usually is, I could probably do this forever (lol).
The calendar at this point actually seems to be the most complex addition to the game, requiring an entire separate “calendar.rpy” script in addition to the references in the script itself.
You can advance the calendar at any point by adding on minutes in the regular script, like so. This seems labor intensive, but someone with some nice youtube tutorials says this is the best way to do so. Like this:
I have to say this is the first time in my life I’ve started a new technical project and could progress rather quickly due to everything being fairly easy and self-evident, instead of being overwhelmed and confused from the get-go and falling into a spiral of self-doubt. Probably thanks to Zed Shaw’s book, huge shouts out, and of course Tom’s engine.
Next time: polishing the inventory system.