lmao this is incredible. With only my limited knowledge of some mod tools and importing and exporting to and from various art tools and game engines, I understand enough of this to know how funny this is.
To be fair, that guy clearly has a ton of experience at this sort of thing, and just an unbelievable amount of hacker energy. I'd be timid about wading through that large of a task that might not work.
Still, I think a more normally-talented dev could pull that off in a week for sure.
(Also worth noting that Qud is super procedurally-generated and stuff; converting a bunch of scenes you composed in the engine would be a lot less programmery and probably more manual.)
I think in this case it also helped that he is clearly incredibly pissed off.
That kind of pissed off can make you move mountains sometimes. I've done things in days that should take months when I'm angry enough to go on that kind of warpath.
Yeah, I've been there before. I actually made the first version of PK Scramble while incredibly pissed off at some of my friends (who I should've been only mildly annoyed with so venting it all on a random project was healthier).
Wow, that was a nice read. Kind of impressed that their design choices paid of so well. Having an ASCII Renderer ready helped, I guess, but it would be nice to see Qud completely on Godot
I'm gonna be honest, what use does a game like Caves of Qud even have for a game engine lol. It seems all the actual game logic is his own code and he only used the engine for rendering fancy ascii tiles?
I don't really know in Qud's case, but sometimes an engine helps with some surprisingly basic stuff.
I just went from hand rolling my own engines to using Godot, and it's just incredible how nice it is to have something move my textures in and out of the GPU for me instead of having to do my own texture atlassing and preloader. I could rewrite the entire renderer and game loop by hand and I'd still be gaining stuff like that.
Still probably easier for Qud to switch engines than it would be for a lot of games. A lot of Unity devs don't even program and are just stringing together a dozen no-coding packages they found on the unity app store.
The Caves Of Qud dev ported the core of his game to Godot in less time than Unity took to release this announcement.
lmao this is incredible. With only my limited knowledge of some mod tools and importing and exporting to and from various art tools and game engines, I understand enough of this to know how funny this is.
To be fair, that guy clearly has a ton of experience at this sort of thing, and just an unbelievable amount of hacker energy. I'd be timid about wading through that large of a task that might not work.
Still, I think a more normally-talented dev could pull that off in a week for sure.
(Also worth noting that Qud is super procedurally-generated and stuff; converting a bunch of scenes you composed in the engine would be a lot less programmery and probably more manual.)
I think in this case it also helped that he is clearly incredibly pissed off.
That kind of pissed off can make you move mountains sometimes. I've done things in days that should take months when I'm angry enough to go on that kind of warpath.
Yeah, I've been there before. I actually made the first version of PK Scramble while incredibly pissed off at some of my friends (who I should've been only mildly annoyed with so venting it all on a random project was healthier).
Wow, that was a nice read. Kind of impressed that their design choices paid of so well. Having an ASCII Renderer ready helped, I guess, but it would be nice to see Qud completely on Godot
I'm gonna be honest, what use does a game like Caves of Qud even have for a game engine lol. It seems all the actual game logic is his own code and he only used the engine for rendering fancy ascii tiles?
I don't really know in Qud's case, but sometimes an engine helps with some surprisingly basic stuff.
I just went from hand rolling my own engines to using Godot, and it's just incredible how nice it is to have something move my textures in and out of the GPU for me instead of having to do my own texture atlassing and preloader. I could rewrite the entire renderer and game loop by hand and I'd still be gaining stuff like that.
Still probably easier for Qud to switch engines than it would be for a lot of games. A lot of Unity devs don't even program and are just stringing together a dozen no-coding packages they found on the unity app store.
Hoping to see big names like slay the spire 2 port to godot. Would be nice if the "red herring and walk back" strategy had some fallout