I think they're more busy working on the game than writing blog posts. This is good because they're focusing their time and energy on development.
I've seen a lot of commits recently in their commit log, and the pace has been picking up. It's safe to assume that a lot of work is being done behind the scenes, but nothing that'd make exciting blog content. Or, just as likely, they don't have the time for it.
I'm sure we can expect a nice blog post about Layla's map editor in the near future, however.
Layla said she'd make one today on the Facepunch Discord Server
Wao, I didn't know Michael could be a girl's name.
I thought I fixed that already... .-.
i cant wait for the next blog
i think unreal engine 4 is a better choice
everything is possible with this engine
A lot depends on how well-structured and extensive the API will be, since we won't have access to the C++ side of things.
Their intent is (was?) to make the C# layer engine-agnostic, meaning they want to be able to swap out the engine for another without breaking compatibility. My concern is that this approach will limit just how much access we have the engine itself, which might be a bad or a good thing depending on your goals and opinions.
I trust them to do the right thing, anyway
I'd just use UE4 too if i really wanted access to something that s&box doesn't have. But for most gamemodes you'll have everything you need.
I'll be looking forward to it
Are we seeing the same commit log? There has been way more commits in the previous months than in october/november.
Perhaps. I remember there being very little activity in October, and then seeing it pick up again recently, so that's what I'm talking about. Unfortunately, I haven't had much time recently to keep an eye on everything
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