Well, for years I have been on the verge to embark on the quest to an rpg game in the spirit of Ultima: NPCs with schedules, a huge seamless world, etc. Now that I have got the (little) spare time to work on it, I am realizing what an incredible mess coding something like that can be.
I mean, the variety of objects and interactions, the vastity of the world, the schedules, all this stuff - combined - results into a constant rewriting of the code from scratch. Architectural faults, generalizations that aren't... general enough, static stuff that has to be ported to dynamic. Now and then you realize that something, to be added (a shadow, let's say) needs part of the code to be thrown away and rewrote because this little addition doesn't fit anywhere in the game dynamics.
And still, I have to cut some features, or implement them by using dirty tricks. Thusly: more and more thumbs up to the Exult developement team. Only now I can actually grasp the depth of the work they did here. (not to mention the retroengineering and format guessing. Argh.)
More thumb ups for the Exult development team
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Please use the Github Discussions at https://github.com/exult/exult/discussions
Re: More thumb ups for the Exult development team
Thanks. Does this mean you're working on a game using ExultStudio?
Re: More thumb ups for the Exult development team
No no, I am coding from scratch.