Inspiration: We wanted to create something fun and something that we made ourselves using a technique we haven't used before.

What it does: It creates a game hosted on the users machine. It first creates a pop-up window to allow the players to choose their name and monster they want to play with. After the players have finished selecting, they confirm their choices and the actual game starts. When it starts, the players can see their monsters facing each other and their HP. The player who goes first will have a yellow bar below their creature, showing it is their turn. This allows them to select from four different buttons, three of them being various attacks, changing with each monster. The fourth button is the surrender button, common to all monsters, allowing for the player to run from the battle, immmediately losing, but not dying. After the first player selects a button, their turn ends, the parameters such as HP get updated for both, and the other play will have their turn. As the first person ends their turn, the buttons get updated to the buttons for the new monster, as monsters have different attack. After a monster dies, the game displays a message and allows to be exited. The monsters themselves have various attacks, but also other attributes that make them interact with other monsters using their elementals, giving a multiplier depending on which element it is. To get the information for the monsters, the pictures and any other classes or function imported throughout the program, all the files in the gidhub have to be in the same folder as the program itself.

How we built it: We used python and the pygame database for oop.

Challenges we ran into: Most of us knew simple python using the basic python commands and the matplotlip and numpy database, but we never used the pygame database. Therefore, all of us had to get used to using something completely knew and had to try to figure out how to create the game. At first the classes for monsters seemed very straight forward, while the animations were quite hard. Eventually it worked using sprites as the input and resizing them until they were the same size. At the end, the most challenging was merging everything together and making the last few features, such as the HP bar visible and working. Throughout we also realised that we would not have the time to implemet everything, therefore a few things did not make it into the final version from the initial planning.

Accomplishments that we are proud of: We are proud we managed to actually create a game from nothing, without knowing anything about game development.

What we learned: We managed how to use the pygame database and also how we can use the class command in python to use it for creating objects with more abstract atributes.

What's next for Elemental Fantasy V: more monsters, better gameplay, maybe make it openworld inbetween fights, maybe making a multiplayer (we were trying to figure this out, but did not have the time in the end to actually do this).

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