The Picard Maneuver to [email protected]English • 24 hours agoThe audacity!lemmy.worldmessage-square67fedilinkarrow-up1507
arrow-up1507imageThe audacity!lemmy.worldThe Picard Maneuver to [email protected]English • 24 hours agomessage-square67fedilink
minus-squareSkaveRatlinkfedilinkEnglish19•10 hours agowhatever you do, don’t look into its code. It’s basically a single lua file with more if/else/switch nesting than god intended (unless it was refactored in the last couple months)
minus-square@[email protected]linkfedilinkEnglish2•2 hours agoYeah a lot of games have shit code and always have. Real time strategy “ai” is especially egregious if I remember right.
minus-squareJackbyDevlinkfedilinkEnglish14•9 hours agoWhy not? On the same way you don’t need amazing art to make a fun game, you don’t need amazing code either. If the game is fun then it’s a success.
minus-squaredual_sport_dork 🐧🗡️linkfedilinkEnglish9•10 hours agoApparently Undertale works this way as well. All of its dialog is one massive switch statement.
minus-square@[email protected]linkfedilinkEnglish1•33 minutes agoI remember reading undertales code is nightmare fuel.
whatever you do, don’t look into its code.
It’s basically a single lua file with more if/else/switch nesting than god intended
(unless it was refactored in the last couple months)
Yeah a lot of games have shit code and always have. Real time strategy “ai” is especially egregious if I remember right.
Why not? On the same way you don’t need amazing art to make a fun game, you don’t need amazing code either. If the game is fun then it’s a success.
agreed, but not the point I was making
Apparently Undertale works this way as well. All of its dialog is one massive switch statement.
I remember reading undertales code is nightmare fuel.