Skip to main content

· 9 min read
Abbysssal

(there was a lovecraftian-type story here that I wrote, but I was left unsatisfied with it, so I removed it; if you want, you can still find it and read it through GitHub's repo commit history)

Several weeks prior to the demo, I thought it'd be fun to play a bingo game, centered around SoR2's code. I came up with a bunch of spaces, about both the good and the bad code. I announced that in SoR's Discord, and started slowly revealing the spaces on the cards. At first, one space a day, and then two spaces per day, as the demo's release date approached.

note

Update (30/12/24): Ignore the "Directions are enums" space being checked on the left. At the time, I was just so happy to see an enum in the code, that I didn't even look at how that enum was used. I was not aware it was possible to misuse enums that badly...

· 9 min read
Abbysssal

I've given it some thought, and decided to quit doing Streets of Rogue stuff.
And to finish this chapter in my life, I wrote this autobiographic post.

TL;DR: Friction in the community made me realize that I don't actually care about Streets of Rogue.

Blog Retrospective

It's been more than 2 years since the last post in this blog. Since then, my programming skills and knowledge have vastly improved, I've practiced a bit of technical writing, did some project management, web-development, learned several languages, and gotten familiar with more technical terms.

I've also reflected on the "What I hate about SoR" post and noted what I did wrong. There was too much critique, and not nearly enough examples to convey the full extent of how bad it is. I've pointed out problems, but poorly explained the reasons behind my proposed solutions. Sometimes the answers hid in the irony, and that's not something that should be in a constructive review.

I've considered writing a second part, "What I hate about SoR. Part 2", where I would clearly document and explain all the issues in the game's code, but ended up not finishing it. Only 3 paragraphs worth of text (about 900 words), out of planned 20-30 paragraphs. Maybe all these pieces of advice will end up on my website at some point relatively far in the future.

My Modding Journey

Anyway, let's go back to the very beginning...

· 2 min read
Abbysssal

Today RogueLibs v3.5.0 enters a long beta, because there's a huge list of stuff that needs to be done before the release, mainly adding new custom interactions without adding more patches. You'll be able to download the beta version on RogueLibs' releases page.

Just like the localization system in v3.1.0, v3.5.0 will completely replace the vanilla interactions system. The original code in these places is absolutely awful and inconsistent. So, we'll have to rewrite every single vanilla interaction to be moddable.

note

In RogueLibs v3.5.0-beta.X all of the objects will have this button. And by "that button" I mean the "I am patched!" one, not "Make Offering of Human Body" one. It will be removed from the v3.5.0 full release, of course.

Click "Read More" to see the entire to-do list.

· 6 min read
Abbysssal

The code is really hard and wet

.. Wait- No! I mean that the game is really hardcoded! And the code is very WET - it's the opposite of the DRY (Don't Repeat Yourself) principle... It's pretty funny to say that though.

So, anyways, I decided to make a list of things that I hate about modding Streets of Rogue:

· 4 min read
Abbysssal

Today a new version of RogueLibs v3.1.0 was released!

A brand new localization system will completely replace the vanilla one!

  • Fancy, easy-to-use XML files, for each language separately;
  • Fixed the bug with "E_" prefixes appearing in random places;
  • Custom languages support;
  • Community translations;
  • Automatic updates;
  • Live Reloading!

Locales opened in VSCode