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Main - Kafuka Gaming Arcade - Terraria thread! (3)
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Kawa
Posted on 01-07-12 02:04 PM, in Link | ID: 1323
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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
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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.

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

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

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Jet
Posted on 01-07-12 04:03 PM, in Link | ID: 1459
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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
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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.

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

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