OpenRCT2, an open-source reimplementation of Rollercoaster Tycoon 2, releases its first stable versi
36 replies, posted
[QUOTE=ashxu;48037511]That's cool, I hope they fixed the awful AI though, it can really fuck up your park when guests get trapped for no reason or puke a few squares away from a first aid station[/QUOTE]
AI fixes and updates will come in later versions
Whoa. This has some pretty big implications.
Too bad the mods will have to be made in assembly.
[QUOTE=subenji99;48034615]why
why shit on the code at version 0.0.2
why does there always have to be that negative guy[/QUOTE]
[QUOTE=Mitchel.;48034675][B]????[/B][/QUOTE]
[QUOTE=Rocko's;48034770]Do you seriously expect a first stable release to have clean code?[/QUOTE]
Well tbh clean code is something you do from the beginning. You don't write shit code with the intent of cleaning it up later because that's just a nightmare.
Though this project is a bit of an exception since they're reverse-engineering an existing program.
I disagree.
Early in a project is similar to prototyping, only the code isn't so temporary - lots of things being made to work for the first or second time. It's the most productive time of the project and trying to keep the code clean will only stifle that, and there's no worse time to hinder productivity.
There will be unforeseen issues when writing your code, no matter how clean it is. At some point you'll need to refactor your work. Use the rapid development to its full potential, damn the sloppiness, then make the code clean while you're refactoring. It's easier to do when you have existing working code to go from anyway.
[QUOTE=AnonymaPizza;48042685]Whoa. This has some pretty big implications.
Too bad the mods will have to be made in assembly.[/QUOTE]
Until it is completely reverse engineered.
OpenTTD were more or less completely reverse-engineered for many years and only relied on the original graphics, music and sound files because they couldn't be arsed to make a free replacement set.
[editline]25th June 2015[/editline]
[QUOTE=subenji99;48043861]I disagree.
Early in a project is similar to prototyping, only the code isn't so temporary - lots of things being made to work for the first or second time. It's the most productive time of the project and trying to keep the code clean will only stifle that, and there's no worse time to hinder productivity.
There will be unforeseen issues when writing your code, no matter how clean it is. At some point you'll need to refactor your work. Use the rapid development to its full potential, damn the sloppiness, then make the code clean while you're refactoring. It's easier to do when you have existing working code to go from anyway.[/QUOTE]
Make it work, then make it neat and efficient.
There nothing worse than making neat and efficient code that turns out to be buggy as hell.
Just look at all the games released nowadays that pretty much requires patching after release to actually work properly, same concept, but also impatient publishers.
I just bought the game to play this :v:
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