Lmao at this point I'm tempted to learn how to program (more than just the rudimentary garbage I currently know) just to spite Innoxia and make a better version of their game in half the time. It would be incredibly petty, but I'm very, VERY tempted to do it. At the same time though, my ADD ass probably couldn't focus on a task like that for longer than a few hours without getting distracted lmao.
Funny enough, my ADHD ass is working on exactly that. I'm making engine progress at a rapid pace, even with my only really working on this in my free time when not otherwise wrapped up in something else. But it's definitely not a beginner project. And I'm probably years away from having a fully fledged game with content and all the systems I wanted to create.
Combat systems are breaking my brain. I can't think of a good way to build a combat system that's advanced enough to be interesting, while still being scalable and reasonable for a text adventure game.
Stupid combat systems...
But what I really enjoy doing is the sim side of things. I think I've been spending too much time on blaseball lately, because I've suddenly accepted that you can make a sim as weird and complicated as you want, and if you don't suck at programming it'll still work. Shit, just look at stuff like dwarf fortress. It really shouldn't be as awful as LT ended up being.
For a game that is completely free to download and play, with tons of customization options done right (which a fuckton of other so called 'games', and the sea of unending VN crap this site is submerged in, can barely even get near of), a quite ok story and quest progression, and cool map and rpg-like systems, people sure do love on hating and hammering down this game.
I don't know the dev, nor understand why people bash on so much about the time it takes between releases. Could be that it is written in the most god awful unoptimized language ever made by mankind, JAVA, or any other reason really. But again, it's free and a lot better, by far, than a lot of (even paid) porn 'games' out there.
Have you tried, IDK, reading the complaints?
We're pretty straight forward with the issues we have with the game and its development. And please stop with that "for a free game bla bla bla" stuff. It's a product that she's selling. She makes a living off developing this game. This is her job, and she wants our money. Treat it as such.
That reminds me, why isn't magic incorporated in sex beyond a few special scenes and fluid TFs? Imagine freezing your partner in place, or water whipping them, or cleaning them off halfway through the encounter if they aren't into cum play, etc? Hell your elemental can't even join in.
IDK. There's so much you can do with magic and sex. I'm assuming its because the magic system is tied to the combat system, and all that shit is basically placeholder systems. Maybe it's a "thing we'll figure out once the engine works" idea.
I'd love to see it, but we need kneecap sex first, obviously.
To be honest and kind of blunt: I'd strongly suggest checking your ego first. The traps Inno found herself in are common beginner's blunders, and the only reason LT even got to the stage it's currently in is due to a dogged refusal to give up and an insistence on pushing forward regardless of (or, more likely, ignorant of) the potential consequences. You can't just learn to program and immediately jump into a project like this, otherwise you'll end up with LT (or, depending on your tenacity, something less than LT).
This. All my this.
I'm a decent programmer and even I'm struggling trying to deal with this stuff consistently. You have to be *very* forward thinking with your design process, and careful with your implementation. And its really hard to know what traps you're creating for yourself without knowing about them in advance, which a new programmer likely won't. Hell, I've definitely walked into a few.
With proper planning I know you'll be able to pull it off. If you just fire up IDEA and start coding, you're very likely to code yourself into a corner.
I'd also add: prototype, prototype, prototype.
Test things, build small chunks and figure out what works and what doesn't. Create ways to test things efficiently. Create extreme and unrealistic examples. If you're going to create a map system, create it as a standalone tool that you can do crazy things with. Generate 100k x 100k square maps so you can see how it'll fuck up your memory. Build small things to see what works and what doesn't.
Plus its a lot of fun.
*To put the sheer size of LT's code base into perspective, Lilith's Throne contains 39.3% more lines of code than
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That both doesn't seem realistic, but also makes perfect sense. I wonder how it'd compare if you took all the scene text out.
Java and the JVM are fine and have been for a long time. LT, as it's currently written, would have performance issues regardless of what it was written in.
Yeah, Java isn't the problem. Java works fine. Probably not the best pick, but text adventure games should be simple. We've been making them since the 80s. Some with more complexity and better performance on way worse hardware. Java isn't the issue here.