@circlesize spending over 10 years on a rewrite to the tune of 50% player adoption is pretty boneheaded. sure, remaking the whole data platform has been undisputably good for the game, but there's some kinda systemic failure to understand what actually drives players around here
i get that making it necessary for the dev team to open up stable is a horrible thing, but restricting the players for more than a day for fucking around with a loved map is unnecessary. it's being treated like they found an arbitrary score submission exploit, which it is not
Update: I have deleted my video showing how to do it + the maps download. I will be telling birdo to take down or unlisten his video. I really dont want any more trouble.
@siskfh i see people all over getting increasingly irate at the suggestion that they actually do some work and learn about why ideas work and why they like the things they like. i don't see this generator pushing the envelope on anything but maybe automated skill point farming in 2 years
FYI, all four subgames are heavily inspired by existing free puzzle games:
- The Hearty Heroes of Hauling: https://t.co/Iw2E3jrfkW + https://t.co/ejPBXrmCnt + https://t.co/x2TaZhoxjv
- The Mirror Isles: https://t.co/5BBE3EMkBm
- The Promise: https://t.co/rjqjlkMujP & https://t.co/6u09S8kfaD
- Skipping Stones to Lonely Homes: https://t.co/7utyz9L2It
Heroes of Sokoban is my favorite and also the most approachable
@Sinoc229 the syntax and workability is quite similar to Jai, but it doesn't have the complicated metaprogramming, so there probably are good reasons to wait (although i hear the jai compiler was leaked at some point if you really don't want to)
@Sinoc229 maybe the timeline doesn't line up well if you wanna do a multi year project right now, but i've been using Odin for a one-year gamedev project and it's been pleasant pretty much all the time. it comes with a bunch of useful libraries for gamedev too