[Flamebait] Sad to see PA and RW and DF reinventing the wheel

Started by sparr, February 01, 2014, 07:54:29 PM

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sparr

I am a fan of Dwarf Fortress, Prison Architect, and Rimworld. I love all three games, and don't want anyone to read this post in a way that implies otherwise.

I am also a fan of open source software, as a concept.

I am sad to see all three games going through varying degrees of long term parallel development. When I see Prison Architect devote most of an alpha release cycle to adding projectile weapons, all I can think is how much time they must have spent writing a whole lot of code (equipping, aiming, projectiles, impact, damage) that probably looks virtually identical (framework and language notwithstanding) to the same code in Rimworld. When I see Rimworld implementing items in stacks on the ground, instead of in a nebulous global item counter, my thought process is "didn't Dwarf Fortress already do all of the work to make that happen?".

This topic has come up on the Dwarf Fortress forums occasionally, specifically in the context of DF's interface being horrible and PA's interface being quite suitable to replace it, if only both sets of developers didn't have whatever motives they do.

In my fantasyland, Dwarf Fortress was released at some point in the past under a license similar to Quake 3 or Sauerbraten, with an open source engine and non-Free content (game rules, maps, graphics, audio, etc). A few years ago, some intrepid contributor forked it and implemented a GUI on top of it similar to what Prison Architect has (I am absolutely confident this would have long since happened, given how much time people have put into tools like stonesense and dwarf therapist). And 1-2 years ago, the people with the ideas for Rimworld and Prison Architect forked THAT, and got a 2-3 year head start on developing their games. Neither team would have had to implement from scratch any of the following ideas:

  • grid based map system, with optionally-overlapping static sized NxM tiles for objects, buildings, furniture
  • independent unit actions controlled by priorities, planned tasks, access to parts of the map, threat levels
  • multi-layer map management, including passable and impassable objects, water/energy/etc distribution network, and objects requiring connection to the same
  • unit-on-unit and unit-on-building melee and ranged combat, including equippable weapons with distinct stats
  • item storage in stockpiles and at job sites
  • zones indicating specific uses for specific areas of the map
Thanks to Jattenalle on IRC for provoking me into making this list, by claiming "PA and RW have nothing in common"

Coenmcj

Unfortunately that is the world we live in and we must deal with such, a lot of gaming studios seem to be against Stealing Liberating portions of a code that is highly similar to their current code to finish something that would take a long time to do from scratch.

The world is full of people and companies that can and will complain over the slightest indication that their "Intellectual property" has been breached (See Nintendo's policy on people advertising their games on youtube for example...), despite it not meaning at all because its just a small thing, it's not like their entire game is being pirated and defiled?
But alas as I have said it's just how the world is, we've just got to deal with it.
Moderator on discord.gg/rimworld come join us! We don't bite

Vagabond

Hey,

My opinion is that money is the reason for why a lot of things aren't as good as they should be. I know "utopian" notions are usually inherently flawed and/or unattainable due to simple logistics. However, I feel my world would be so much better if there was no need for the "open source" designation. As in, it doesn't exist because there is no polar opposite. Everything was open sourced, so that people could grab pieces and parts of everything and make wonderful, beautiful pieces of entertaining art. Inserting new innovations in with the old, and updating old ideas with the new. Just having SOMETHING to work with from the start, so they don't have to start from scratch (unless they had to, to innovate). In this setting, no one would care about intellectual property, because no money was in play. People would give credit where credit was due, but push forward, knowing that they are continuing on with a long time tradition of entertainment.

However, money is involved. . .As such, people need to make a living in a world where one bad sale (or lack there of) could lead to them losing their security and belongings.

There are a ton of developers doing similar things. If the code was in the same language, I'd suggest something along the lines of a "International Developers League". A bunch of developers, doing their own games, but pitching in with everyone's else' projects when someone hits a snag or just needs and extra set of hands/eyes.

Would be a modder's paradise too. I can name a bunch of games that simply aren't playable without mods.

I dunno. Fantasy of mine.

Cheers,
Michael