Dukez
Member
- Dec 19, 2020
- 446
- 1,574
I guess I'll chuck some additional thoughts on this.By the simple definition of a merge, yes, it is, but it obviously is not what was desired, and a roughly merged product would require even more work to get it into order for the bugs and jank to be properly resolved as well. Better to fix things and rework everything to be modular to begin with, and then merge all those components together. Dukez mentioned in another post that most likely this is what is being done too, but silently behind the scenes. It's mostly just a lack of communication that ends up with people guessing and angry and frankly, y'all've every right to be angry about the lack of communication and updates.
1) They really shouldn't call it a merge given what they said they are doing with it and how long it's taken it kind of oversells how long a merge should take *cough*, but even by their own previous examples. And yet, it can't be called a remaster or remake either since from a player perspective that will not be the case. Not sure what you would call it then.
2) Speaking on player perspective, a "jank" version is good enough if it works cause from the player perspective of playing it there would be nothing wrong and "just works" which is what my merge was supposed to point out mostly. I think it is a common trap for game developers to over complicate stuff and the result is it takes significantly longer or ends up scrapped as a result.
3) I'm not even sure how much is broken, and part of this is because it's been so long since actually playing it and what wasn't working and when but I think most (?) things were working in the latest releases which you would work off of and work backwards since you have a base that works already. (like I did)
4) Lack of communication is definitely a thing, but it's more so a lack of detailed information that's the problem. When they try to give detailed information it often doesn't make logical sense so that doesn't help either. I know the 'saves' is something they presented as a big issue but thinking about it now, does renpy have a hard limit on how many variables it can track? I remember looking at one of the saves and it seemed oddly bloated which I still think is just poor design, but maybe if there's any devs around here they can answer if they know of any hard limits the renpy save system has or not.