The Picard Maneuver@lemmy.world to Gaming@lemmy.worldEnglish · 18 hours agoThe audacity!lemmy.worldimagemessage-square49fedilinkarrow-up1411arrow-down13
arrow-up1408arrow-down1imageThe audacity!lemmy.worldThe Picard Maneuver@lemmy.world to Gaming@lemmy.worldEnglish · 18 hours agomessage-square49fedilink
minus-squareSkaveRat@discuss.tchncs.delinkfedilinkEnglisharrow-up7·5 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-squaredual_sport_dork 🐧🗡️@lemmy.worldlinkfedilinkEnglisharrow-up5·4 hours agoApparently Undertale works this way as well. All of its dialog is one massive switch statement.
minus-squareJackbyDev@programming.devlinkfedilinkEnglisharrow-up2·4 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-squareSkaveRat@discuss.tchncs.delinkfedilinkEnglisharrow-up1·2 hours agoagreed, but not the point I was making
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)
Apparently Undertale works this way as well. All of its dialog is one massive switch statement.
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