Some might say Qt is an odd choice for a game but for me it's the library I work with for over 10 years now. The game is a multi threaded 64 bit application written in C++ using QT 5.9. Production which will be in the base game. Of course some deviations from the original will be there. My personal motivation here is having a working DF clone and be able to tinker with it.įor now I will stay very close to how Gnomoria plays and feels. The renderer is way faster than the first attempt, I read a lot on pathfinding and implemented a first working one and some other stuff that showed me I probably can do it. When I saw the demands for open sourcing the game and hopes for people being able to patch the assembly, I looked at it again and got a bit more serious about it. In 2014 I had experimented with rendering a world with Gnomoria graphics. And lets be honest it's very much a niche genre. Many people say he abandoned the game but I think that's quite arrogant to say if you have a job and don't have to watch steam sales numbers to see if you can provide food for your family. But the creator of Gnomoria decided for personal reasons he doesn't have the resources to keep working on it. Now that wouldn't be that bad if there was a dev still actively working on it. Mainly the game slows down to sub 10 fps with about 40 to 50 gnomes, there are some crashes and a couple other bugs. So isn't that enough of a game and why would I want to attempt to rewrite it? Gnomoria while pretty good also has some shortcomings. In my opinion Gnomoria is one of the better Dwarf Fortress clones.
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