Notings of Attention™
Acmlmboard 2 Released
Github/GIT | @acmlmboard
Chatting Places
Discord

Affiliates
Super Mario Bros. X | Kuribo64
Views: 8,952,807
Main | FAQ | IRC chat | Memberlist | Active users | Latest posts | Stats | Ranks | Online users | Search
03-29-24 06:24 AM
Guest: Register | Login

0 users currently in Kafuka Gaming Arcade | 3 bots

Main - Kafuka Gaming Arcade - Terraria thread! (3)
Next newer thread | Next older thread

Pages: 1 2

Kawa
Posted on 01-07-12 02:04 PM, in Link | ID: 1323
Retired Staff

Not okay
Prophet of Celestia
Level: 93


Posts: 67/2423
EXP: 7974463
Next: 78347

Since: 01-01-12
From: The Netherlands

Last post: 2000 days
Last view: 315 days
That reminds me. Even with Player.Hurt() always returning 0.0, you still gotta breathe. Because apparently drowning and burning are handled separately.

In other news, something I've ranted about on IRC earlier that bears repeating: this game is very sloppily coded. It's in C#, they've got all these wonderful toys to work with. But what do they do? They make all enemy encounters and friendly NPCs a single class (NPC), and each and every item too (Item). Each of these has a bunch of insanely huge methods to update and create instances.

So why not have your Item base class and have subclasses for each kind of item? You could have Powder, which would be as unavailable as Item is, to define a certain behavior, then have Purification and Vile Powder as subs on that, differing only in icon, name, price and what exactly they spread. Sure, you get a whole lot of classes, but the system can handle it and it makes your code so much more readable. And that makes it easier to extend, so you can add even more content to it!

Same for NPCs, of course.


Lunaria
Posted on 01-07-12 02:10 PM, in Link | ID: 1324
Normal User
Professional Lurker
Level: 36


Posts: 26/262
EXP: 283481
Next: 24629

Since: 01-03-12

Last post: 1984 days
Last view: 1983 days
Expecting people of this day and age to code smart? Surely you jest? :P

I'd love many game to be coded better then they are so they run smoother and use less resources, but people just don't care anymore.

____________________
Broken layout got nuked. :v

Kawa
Posted on 01-07-12 02:15 PM, in Link | ID: 1326
Retired Staff

Not okay
Prophet of Celestia
Level: 93


Posts: 69/2423
EXP: 7974463
Next: 78347

Since: 01-01-12
From: The Netherlands

Last post: 2000 days
Last view: 315 days
Even I code "smart", compared to Re-Logic. I'm dead fucking serious.


Ailure
Posted on 01-07-12 03:55 PM, in Link | ID: 1452
Retired Staff

Buzzy Beetle
Red pandas and stuff
Level: 43


Posts: 55/398
EXP: 530878
Next: 34168

Since: 01-01-12

Last post: 2459 days
Last view: 661 days
Posted by Kawa
In other news, something I've ranted about on IRC earlier that bears repeating: this game is very sloppily coded. It's in C#, they've got all these wonderful toys to work with. But what do they do? They make all enemy encounters and friendly NPCs a single class (NPC), and each and every item too (Item). Each of these has a bunch of insanely huge methods to update and create instances.
Indie games in general seem to suffer from some weird coding decisions. It's the same thing for Minecraft for one (using floats where integers are a whole better is one thing).

I hadn't played Terraria in awhile, I just hadn't gotten in the mood again. I wanted to reroll a new character but the game is so slow in the beginning.

____________________
AIM: gamefreak1337, MSN: Emil_sim@spray.se, XMPP: ailure@xmpp.kafuka.org, YouTube



Kawa
Posted on 01-07-12 03:57 PM, in Link | ID: 1453
Retired Staff

Not okay
Prophet of Celestia
Level: 93


Posts: 78/2423
EXP: 7974463
Next: 78347

Since: 01-01-12
From: The Netherlands

Last post: 2000 days
Last view: 315 days
Posted by Ailure
Indie games
What am I then, a professional developer?


Haz
Posted on 01-07-12 04:01 PM, in Link | ID: 1457
Banned

Shyguy

Level: 23


Posts: 18/92
EXP: 58985
Next: 8738

Since: 01-04-12

Last post: 3547 days
Last view: 3407 days
Kawa, a lot of times it's just the easier, or the first way, of doing things they thought of, and they ran with it.
One of the nicer things about indie developers is that they're often times easier to contact, so why not suggest that to them?

____________________


~

Jet
Posted on 01-07-12 04:03 PM, in Link | ID: 1459
Banned
Unbanned indefinitely.
Level: 38


Posts: 103/295
EXP: 338712
Next: 31735

Since: 01-03-12
From: Scotland

Last post: 3547 days
Last view: 3546 days
Some Indie developers though, like Team Meat, are very stubborn..

Ailure
Posted on 01-07-12 04:04 PM, in (rev. 2 of 01-07-12 04:04 PM by Ailure) Link | ID: 1460
Retired Staff

Buzzy Beetle
Red pandas and stuff
Level: 43


Posts: 56/398
EXP: 530878
Next: 34168

Since: 01-01-12

Last post: 2459 days
Last view: 661 days
Team Meat hardcoded SQL login info into their client, and uses that for nearly everything in the game (scoreboard and custom levels database). And they were in kind of denial when they were found in the "We know what we are doing" way. That's pretty much top class stubborness.

____________________
AIM: gamefreak1337, MSN: Emil_sim@spray.se, XMPP: ailure@xmpp.kafuka.org, YouTube



Kawa
Posted on 01-07-12 04:21 PM, in Link | ID: 1484
Retired Staff

Not okay
Prophet of Celestia
Level: 93


Posts: 79/2423
EXP: 7974463
Next: 78347

Since: 01-01-12
From: The Netherlands

Last post: 2000 days
Last view: 315 days
The problem is that Terraria is too damn big by now. Even though there's an obvious way to keep savegames exactly the same between the "everything in one class" and "sane" styles, there's just too much work involved to make that switch. It's just too unlikely they'll say something like "hey yeah that's actually a pretty good idea".

But that's just my opinion.

Pages: 1 2


Next newer thread | Next older thread
Main - Kafuka Gaming Arcade - Terraria thread! (3)


Acmlmboard v2.5.5 (10/04/2020)
© 2005-2024 Acmlm, Emuz, et al.

Page rendered in 0.056 seconds. (799KB of memory used)
MySQL - queries: 122, rows: 521/555, time: 0.043 seconds.