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Junk Jungle

Junk Jungle - 0.2.2

Radomir Dopieralski (sheep)



Explore random dungeon, manage resources, collect parts for your machine and, most importantly, kill tons of monsters along the way. It's a mix of old-style console action-rpg display and even more old-style roguelike gameplay, set in a steampunk-ish setting. That's all planned, of course, so far you can just walk around the map and hit the monsters.


After another burst of activity, the development somewhat stalled. This version has a lot of refactoring and additional effects, including rotation animation and better combat animation. After some experiments with field of vision I need to somehow change the way the map is displayed -- at the very least, display some border around the rooms, probably also display room walls. This, and a lot of real life interference is stopping me now, so I decided to post an (unfinished, still not playable) version, just so that it is not lost.


Home Page:


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Junk Jungle - 0.2.3 - Jul 5, 2008
Junk Jungle - 0.2.2 - Mar 2, 2008
Junk Jungle - 0.2.1 - Jan 8, 2008
Junk Jungle - 0.2 - Jan 6, 2008
Junk Jungle - 0.1 - Jan 3, 2008 account Comments

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March 8, 2012 10:30am - Radomir Dopieralski - nickname: (sheep)
Sure. Please see the attached licenses.
February 24, 2012 5:47pm - Nathanael Lastname - nickname: (inoodat) - 4/5
Cool. Mind if I make a branch of this? Just seeing it gives me some ideas...
November 24, 2008 12:30pm - Radomir Dopieralski - nickname: (sheep)
I'm afraid the class hierarchy is not as good as it looks at the first sight -- the fact that you need a diagram to understand it proves it. In fact, the trouble with mixing responsibilities between display code and level/monster code is giving me a headache -- that's the main reason why the work on this game is so slow.
October 20, 2008 1:42am - Vovk - nickname: (richirich)
Radomir can you add class hierarchy diagramm, please?
i've looked in source code and was pleased with nice and clean structure so i want learn organize my code like this too ^__^
July 11, 2008 4:20am - Jordan Trudgett - nickname: (tgfcoder)
I can't wait to play this when it has proper gameplay! It'll be a blast. :D
July 10, 2008 6:28pm - Radomir Dopieralski - nickname: (sheep)
You're not missing anything, there is still not much you can do, you can't even die or go down the ladder. I'm working on menus now, once I have them I can do the level generator and game over :)
July 8, 2008 9:24am - Grant Ito - nickname: (leatherlion)
Just checked out your game and love what I've seen so far!

Am I missing something? I've tried to go down the ladder in the first level and can't find a keypress that will do it.
May 4, 2008 3:19pm - Xient Soft - nickname: (xientsoft) - 5/5
OMG! I love this!
It's a really great start, and the graphics are so cute! :3
January 15, 2008 10:35pm - Jordan Trudgett - nickname: (tgfcoder)
Oh, I read it incorrectly. Looks good so far! I didn't think it would be turn-based, but that's cool too (I now see how the old-style console games genre comes into this)
January 15, 2008 6:51pm - Radomir Dopieralski - nickname: (sheep)
The bugfix is here already, I just had to turn all the "yield" into "yield None". I also had to repalce one "class foo():" with "class foo(object):". Just download the version 0.2.1, it contains the bugfix.

Yes, I have drawn all the graphics and animations, thank you for the kind words. If anybody would like to use my graphics in his/her game, just let me know -- I will probably prepare something specially.
January 15, 2008 6:18am - Jordan Trudgett - nickname: (tgfcoder)
>>> from __future__ import generators
>>> yield
File "<stdin>", line 1
SyntaxError: invalid syntax

This doesn't seem to work for me, is there something I'm doing wrong?
Perhaps I'll wait for the bugfix ;) Good work, did you design all the graphics?
January 13, 2008 10:23am - Andy Sommerville - nickname: (aksommerville) - 5/5
Very cool! This is going to rock when you add some combat.
January 8, 2008 3:19am - Radomir Dopieralski - nickname: (sheep)
Turned out to be a more subtle change in python syntax, but it should work now :)
January 8, 2008 2:31am - Radomir Dopieralski - nickname: (sheep)
Actually there is a workaround. According to PEP255 you can just add a line at the top:

from __future__ import generators

everywhere where "yield" is used. I will include that in the next release. Thank you for telling me about this.
January 7, 2008 11:39pm - Jordan Trudgett - nickname: (tgfcoder)
----/junk-1f5601ab7994$ python
Traceback (most recent call last):
File "", line 11, in ?
from display import Display
File "lib/", line 13, in ?
import sprite
File "lib/", line 123
SyntaxError: invalid syntax

Is this because I have Python 2.4.4 (#2, Apr 5 2007, 18:43:10)?
Was looking forward to playing ~ Is there a workaround?
January 6, 2008 4:29pm - pymike - nickname: (pymike) - 4/5
Awesome new release! Feels alot better, and really cool how you can push stuff around and pick up items and fight mosnters. I"m waiting in anticipation for the next release! Great job!
January 4, 2008 7:56pm - pymike - nickname: (pymike)
Yes, increase framerate a little. It just feels as little to slow-paced. Otherwise its great! Can't wait for the full thing!
January 4, 2008 3:49pm - Radomir Dopieralski - nickname: (sheep)
Thank you. What do you mean by speed up? Increase frame rate? Increase walking speed? Or maybe it just too expensive to keep up with the current frame rate? I plan to make th dungeon pretty dense and packed with various objects, so hopefully you won't see to do much pointless walking around. At the moment pointless walking around is all there is, though.
January 3, 2008 12:35pm - pymike - nickname: (pymike) - 3/5
Interesting. I like your art. Maybe game should speed up a bit?

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