Legacy code, my curse


So, to make our team's life easier, Weil finally decided to extract the fundamental components from her first game and make a template that can be copied to any roguelike project (including this one).
Because no, she is not going to try and tame pathfinding algorithm every time we decide to use procedural generated dungeon. Nope. Never again. Because despite using a perfectly working game as a prototype, since some code was changed - to separate logic from presentation better, and to make the thing at least a bit more readable (because Weil would never make our coding Fox suffer looking at that mess), and also to allow the animated effects - some bugs appeared and hunting them was awful.
But now the creation of fundamental roguelike template is finished and we can actually START MAKING THE GAME. Gods bless our poor souls.

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