Lord Ba'al
Supreme Deity
Posts: 6,260
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I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
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Post by Lord Ba'al on May 15, 2022 15:59:48 GMT
So, apparently 22Cans has been working on Godus again. Their video states they've been working on transporting Godus to a new game engine for the past 18 months, because apparently the engine Godus was built on no longer exists.
I have to say, the quality of the video appears quite poor. A bit embarrassing really, for a business.
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Raspofabs
Former 22Cans staff
Posts: 227
I like: coding, high peat single malts, ... , yeah, that's about it.
I don't like: object oriented design, and liver.
Steam: raspofabs
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Post by Raspofabs on May 16, 2022 6:34:28 GMT
Oh my. 18 months? That's longer than it took us to develop the original release. Wow. How much platform dependent code did we add that it could take that long? That's crazy. I've engine ported a few games in my time, and the longest was a two month job going from Unreal to unity, and that takes a language change from C++ to C#.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on May 16, 2022 9:45:28 GMT
Oh my. 18 months? That's longer than it took us to develop the original release. Wow. How much platform dependent code did we add that it could take that long? That's crazy. I've engine ported a few games in my time, and the longest was a two month job going from Unreal to unity, and that takes a language change from C++ to C#. Yeah, I was similarly surprised. I'm also wondering why it's not being ported to Unity of Unreal Engine, since those engines don't seem at risk of suddenly disappearing and have a wide range of features and support. Perhaps that has something to do with the mobile aspect. I am hoping that somehow the team will pull a rabbit out of their collective hat and deliver a fantastic game, but even when not taking prior experiences into account, I won't be holding my breath based on what I see in this video.
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Raspofabs
Former 22Cans staff
Posts: 227
I like: coding, high peat single malts, ... , yeah, that's about it.
I don't like: object oriented design, and liver.
Steam: raspofabs
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Post by Raspofabs on May 16, 2022 10:40:58 GMT
Also, I didn't catch the name of the engine. Did he say "the golden engine" or "the Godot engine"? If its the latter, then it might make sense it took a while as that is a different language... But then that's a really strange choice of engine to port to. Maybe there's a c++ layer available... Don't know much about Godot other that it's pretty good third place engine.
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Post by Spiderweb on May 16, 2022 13:57:10 GMT
There is also a video about monuments....
The Engine is called Dilligent?
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Post by earlparvisjam on May 17, 2022 4:47:05 GMT
So, looks like the company's strapped for cash and looking to fleece mobile some more to keep the lights on. Stumbling around from seeing this, I found that there's actually a Godus subreddit. Guess it's gotten a few updates more than the Steam crowd got.
Last time I thought about this game, I was much thinner, kids were waist high, and I lived in a completely different state. Hope everyone's still cruising along, managing despite all the crazy that lurks around every corner.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on May 17, 2022 9:44:52 GMT
Also, I didn't catch the name of the engine. Did he say "the golden engine" or "the Godot engine"? If its the latter, then it might make sense it took a while as that is a different language... But then that's a really strange choice of engine to port to. Maybe there's a c++ layer available... Don't know much about Godot other that it's pretty good third place engine. After listening more closely, like Spiderweb said, it appears to be Diligent Engine. diligentgraphics.com/diligent-engine/Never heard of it.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on May 17, 2022 9:46:02 GMT
So, looks like the company's strapped for cash and looking to fleece mobile some more to keep the lights on. Stumbling around from seeing this, I found that there's actually a Godus subreddit. Guess it's gotten a few updates more than the Steam crowd got. Last time I thought about this game, I was much thinner, kids were waist high, and I lived in a completely different state. Hope everyone's still cruising along, managing despite all the crazy that lurks around every corner. Nice to see people crawling out of the woodwork. Hope you're all doing well!
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Raspofabs
Former 22Cans staff
Posts: 227
I like: coding, high peat single malts, ... , yeah, that's about it.
I don't like: object oriented design, and liver.
Steam: raspofabs
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Post by Raspofabs on May 18, 2022 22:06:25 GMT
Nor I, and on inspection, it doesn't look like an engine either. It's just a graphics API abstraction. Quite a good idea to use something like this. I wonder what they are using for the rest of the engine bits (Audio, IO, Networking, etc) although, from what I remember of Marmalade, what it provided wasn't really worth much. It seemed to get in the way more than help on many of those fronts.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on May 19, 2022 9:20:33 GMT
Nor I, and on inspection, it doesn't look like an engine either. It's just a graphics API abstraction. Quite a good idea to use something like this. I wonder what they are using for the rest of the engine bits (Audio, IO, Networking, etc) although, from what I remember of Marmalade, what it provided wasn't really worth much. It seemed to get in the way more than help on many of those fronts. So, if you had to put it in layman's terms, what does a graphics API abstraction do and why is it a good idea to use it?
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Raspofabs
Former 22Cans staff
Posts: 227
I like: coding, high peat single malts, ... , yeah, that's about it.
I don't like: object oriented design, and liver.
Steam: raspofabs
|
Post by Raspofabs on May 19, 2022 10:19:02 GMT
Nor I, and on inspection, it doesn't look like an engine either. It's just a graphics API abstraction. Quite a good idea to use something like this. I wonder what they are using for the rest of the engine bits (Audio, IO, Networking, etc) although, from what I remember of Marmalade, what it provided wasn't really worth much. It seemed to get in the way more than help on many of those fronts. So, if you had to put it in layman's terms, what does a graphics API abstraction do and why is it a good idea to use it? A graphics api abstraction means you only have to learn one graphics API rather than have to handle Windows (direct-x) , Mac (opengl or vulkan) , iPhone (meatle) , Android (opengles or vulkan) as different things. This saves a lot of time, but does mean you end up with a slightly inferior renderer. However, development time is usually more important. So, it's a good idea as it means there more time to spend on the juicy bits like making the core game run well (affects all platforms) or adding features (affects game quality). There are other abstractions you need to make a full engine, from input and io (do you have one api for all the different controller types? What about weeidd differences in how you access files on some platforms? How about how you implement save games?) and then there's other issues such as asset (meshes, textures, animations, sound banks, etc) that are required to make a game, but aren't covered by a graphics api directly. So, that's what I mean when I say "wonder what they're using for everything else?" but then I remember, we mostly wrote all that stuff in house from scratch, even Gary doing a swift rewrite of Flash itself as we found it to be too slow.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
|
Post by Lord Ba'al on May 19, 2022 19:00:48 GMT
So, if you had to put it in layman's terms, what does a graphics API abstraction do and why is it a good idea to use it? A graphics api abstraction means you only have to learn one graphics API rather than have to handle Windows (direct-x) , Mac (opengl or vulkan) , iPhone (meatle) , Android (opengles or vulkan) as different things. This saves a lot of time, but does mean you end up with a slightly inferior renderer. However, development time is usually more important. So, it's a good idea as it means there more time to spend on the juicy bits like making the core game run well (affects all platforms) or adding features (affects game quality). There are other abstractions you need to make a full engine, from input and io (do you have one api for all the different controller types? What about weeidd differences in how you access files on some platforms? How about how you implement save games?) and then there's other issues such as asset (meshes, textures, animations, sound banks, etc) that are required to make a game, but aren't covered by a graphics api directly. So, that's what I mean when I say "wonder what they're using for everything else?" but then I remember, we mostly wrote all that stuff in house from scratch, even Gary doing a swift rewrite of Flash itself as we found it to be too slow. Aha! That makes perfect sense. Thanks for explaining. Do engines like Unity and Unreal Engine not sort of include such functionality already though? I thought those could be used to develop for multiple platforms.
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Post by Spiderweb on May 19, 2022 21:11:20 GMT
Hadn’t really paid much attention to the mobile version but I went to install it and it has had a “monuments” update (from what I can see it’s just more of the voyages), not played it yet so not sure what the monuments actually do.
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Raspofabs
Former 22Cans staff
Posts: 227
I like: coding, high peat single malts, ... , yeah, that's about it.
I don't like: object oriented design, and liver.
Steam: raspofabs
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Post by Raspofabs on May 19, 2022 21:26:37 GMT
Aha! That makes perfect sense. Thanks for explaining. Do engines like Unity and Unreal Engine not sort of include such functionality already though? I thought those could be used to develop for multiple platforms. Yeah, Unity and UE4 and Godot all have graphics API abstractions (and all the other aspect abstractions too). It's more that just having a graphics API abstraction isn't enough to call yourself an engine (imo) as you need to be an engine developer to "finish the bits under the game".
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