The Picard Maneuver@lemmy.world to Gaming@lemmy.worldEnglish · 21 hours agoThe audacity!lemmy.worldimagemessage-square58fedilinkarrow-up1456arrow-down13
arrow-up1453arrow-down1imageThe audacity!lemmy.worldThe Picard Maneuver@lemmy.world to Gaming@lemmy.worldEnglish · 21 hours agomessage-square58fedilink
minus-squareSkaveRatlinkfedilinkEnglisharrow-up13·8 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-squareJackbyDev@programming.devlinkfedilinkEnglisharrow-up11·7 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-squaredual_sport_dork 🐧🗡️@lemmy.worldlinkfedilinkEnglisharrow-up7·7 hours agoApparently Undertale works this way as well. All of its dialog is one massive switch statement.
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)
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
Apparently Undertale works this way as well. All of its dialog is one massive switch statement.