do_it_like_a_white_man.mp4
(409.3KB, 640x368, 00:09) Marcus.jpeg
(50.9KB, 850x400) >>18056
>Well, there's always next time I think?
Well I rarely participated in demo days previously, I only did it once and for this time I would like not to miss it again due to my depressed state.
>Anyway, after so much rant, can I ask you why are you sticking to GZDoom? Because it feels like even restarting from scratch on a saner engine would be easier than to do anything in this crap.
I addressed this issue here: >>16823 . The main roadblock is my lack of game programming experience and almost no knowledge of mathematics in order to do stuff like projectile spawning at correct velocity/vector. I tried the 2D tonk example for godot and well its methodology is absolutely different than what I am familiar with in GZDoom. If anything I need a game engine whose scripting language is very easy to grasp and requires for example only one or two lines of code to spawn a projectile and among other things, so basically a python version of a game engine in terms of learning curve.
The next issue is there is so many wads for the Boom source port which also many of these are clocking in 32 maps such as Epic I+II, Memento Mori I+II, Eviternity, Hellbound et cetera that it would be a impossible inhumane task for me to offer the same maps variety, as building up a loyal indie fanbase is extremely difficult that does the additional maps for my future game, take a look here https://onemandoom.blogspot.com/p/index-of-reviews.html of how many maps there is for Doom!.
So in other words I need to first familiarize myself how game programming works and I need a suitable engine for that, good FOSS game engines with active community are very rare (if there is even one), nowadays when somebody wants to make a game they get recommended either Unity or Unreal Engine 4 (later 5?) which makes them tremendously popular and thus has tons of tutorials that FOSS engines desperately needs. Then the next issue is the language, there is almost no "gold standard" of what programming language one need to know in order to use the majority of the game engines as each of these utilize programming languages differently, one supports C#, the other uses instead Javascript, then there is that one that has support for a obscure programming language the other one has its own programming language with its own syntax et cetera it is one gigantic "Not Invented Here" issue. Since I familiarized myself with Python and if I were lets say want to use Unity then this Python knowledge is pretty much useless for me as then I would have to learn how C# itself works, its syntax, how it handles the variables, how functions are called and so on, before I get to use Unity itself. Then when I decided that Unity is absolutely shit for my purpose I would have to look for another engine again and this whole drama starts from again.
Lets assume this case:
I know C# and I am familiar with Unity.
If I were to port Microtank for all its intent and original purpose then I would have to write some kind of a parser function that understands Decorate and ZScript code, then effectively I would have to copy tons of GZDoom features set and replicate them with 1:1 or 1:2 accuracy as the main intention of this mod is also that is compatible with any Doom wads. So that means I would have to spend a lot of time to write just for the parser alone and it will be much more complex if ZScript support is desired.
Then I would have to familiarize myself how the BSP code works and how it translates to Unity map format of whatever the fuck it is, then I would also have to write thousands upon thousands of code to make the maps work 1:1 as they were in PrBoom+ or in GZDoom because it has a lot of features that allows the mapper to control the map flow and its design. Writing the portal and 3D floor support code is going to be a massive pain in the ass and that is just the tip of the iceberg. I would have also to deal with a lot of edge cases that certain maps previously relied upon in order to make them work which ZDoom/GZDoom already does with its map compability flags.
One of the famous cases would be the "Dead Simple" map it relies on a behavior where when 4 mancubuses are killed 4 sector doors are opening up, which is one of the many source of bugs that most mod author failed to fix it because they did not used randomspawner actor to replace the monster.
So for this part alone I would have spend for half of my valuable life time just working on features to essentially port GZDoom into Unity and I would have to fix both Unity and GZDoom expected behavior and bugs to make all of that thing working. In short, porting Microtank to Unity will be a herculean task. For the maps, then since the average players are idiots I cannot except them to use a command line utility to convert the doom maps to Unity/Microtank/GZDoom hybrid kind of a game, so I also have to spend effort and time to get that part working in a user friendly manner. So as a one man developer that where the average player is excepting from to do fucking everything from writing code, fixing bugs, adding features, adding models, sounds, textures and all other damn content preferably all 100% from scratch, 0% stolen content or copyright infringement it is truly a awfully gargantuan and immense task that is absolutely not humanely possible. And why as a one man developer you may ask? Simply because a one man developer is the only reliable developer as developers compromised with other people and skill sets doing a mod and/or game from scratch without any monetary compensation are extremely rare and if they do show up there is a high risk that this project gets abandoned and never to be heard of again and it obviously it did happened several before and it will happen now and in the future.
That is the very fundamental core issue of porting Microtank to any other engine. Time is one of the most underestimated resource to ever exist, and many players simply do not know the difficulties of creating mods and games in a manner to make it enjoyable for a certain audience. As a one man developer compromises between code, engine and asset creations have to be made, there is absolutely no way around this. If I were to use a different engine then I might as well make a different game with different concept which will be no more relatable to Microtank spare that it features tank combat.
Of course a average anon such as this place or any other image boards might have different worldview when it comes to mods and games, this is the least concern and of mine. I frankly do not care much either what the average player thinks of my mod, so far on my moddb page I haven't received any feedback of what changes of what I should do to my mod or regards to this content. But for the average people that have absolutely no trouble regarding with freedom of speech that are browsing TA: Spring and the ZDoom forum things are different here. If I were to announce my mod here then they will rip me apart like masses of crows tears away a corpses to delight themselves upon its flesh just for the sole fact that I rarely tend my credits.txt file, rarely care about content attribution and that I do use assets being used from other mods and games. Those kind of people except ME to do everything 100% from scratch, nothing "stolen" (a digital content cannot be stolen.) in order to build a mod and investing tremendously amount of time just to become accepted in their particular brand of circle jerking.
Those same people except me to become the mythological egg laying wool milk and meat providing pig creature (eierlegende Wollmilchsau, German term for a jack of all trades) in order to not get banned from their community. While at the same time those people are hypocrites themselves and are using assets from other games in order to build their mod, just look how many countless dukenukem, unreal, even half life, wolfenstein based mods there are and the mods give them all leeway because they are part of the same circlejerkers, those same people that shitted on Sgt. Mark IV all of the day because he didn't tended his credits file properly, what a bunch of hypocrites and liars they are!