Unflappable Drayk adc. Posted February 14, 2014 Share Posted February 14, 2014 If Jeff used a program similar to BoA editor to create the Avernum series, then doesn't it fit when Jeff made the Geneforge games with an editor he himself created? I got no interesting topics to post lately, but this just struck through my mind. ----- -Nightwatcher Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Jerakeen Posted February 14, 2014 Share Posted February 14, 2014 More than likely, but don't expect him to share it. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted February 14, 2014 Share Posted February 14, 2014 He's mentioned that the editors he uses in-house are very bare-bones compared to the Blades games, and it took a significant amount of work to develop BoE and BoA's editors into products that could be released to the public. In particular, he had to write and organise a lot of documentation, which is his least favourite part of game design. Quote Link to comment Share on other sites More sharing options...
Unflappable Drayk adc. Posted February 15, 2014 Author Share Posted February 15, 2014 He's mentioned that the editors he uses in-house are very bare-bones Ha! Then my theory is correct. The editor must be so complicated, that only Overlord Jeff can understand it. Some polishing and developing and we could get a taste of those neat Geneforge editors, ty for the answers. ----- -Nightwatcher Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Aran Posted February 18, 2014 Share Posted February 18, 2014 > some polishing Keep in mind that even after all that work (which was more than some polish) put into the BoE and BoA editors and their documentation, they were still pretty unwieldy and hard to get familiar with. Quote Link to comment Share on other sites More sharing options...
Unflappable Drayk adc. Posted February 18, 2014 Author Share Posted February 18, 2014 > some polishing Keep in mind that even after all that work (which was more than some polish) put into the BoE and BoA editors and their documentation, they were still pretty unwieldy and hard to get familiar with. True, true. ----- -Nightwatcher Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Alorael at Large Posted February 18, 2014 Share Posted February 18, 2014 BoE is actually pretty easy and obvious. SDFs are a weird kludge to replace variables, but you can throw together something basically playable without much training or effort. BoA requires scripting, which raises the bar on would-be designers considerably. —Alorael, who doesn't think Jeff's in-house editors are complicated. They're just minimal. And because Jeff is an admittedly mediocre programmer, they're probably also just functional enough to use if you know exactly how not to break them. Turning your tools loose on the world requires making sure those tools are robust, which is a lot of work. Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk nikki. Posted February 19, 2014 Share Posted February 19, 2014 Yeah, this is pretty much why I think Jeff is reluctant/unwilling to release another Blades game. These things BREAK. Even after a super-long development time, BoA is still stuffed with bugs. Bugs that aren't ever going to be fixed. Jeff has his editors, sure, but he knows how to use them in order to not end up with a buggy, broken mess. If he were to release his tools, they'd be broken in a matter of hours. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast keira Posted February 19, 2014 Share Posted February 19, 2014 this so much when i program something for myself, it's full of vulnerabilities and bugs. I know not to do certain things because i know how i do and don't sanitize the input. When publishing a program publicly, you have to assume any input will either 1) be dangerous and possibly trying to exploit your vulnerabilities, or 2) be incompetently input and therefore prone to cause errors with the program assumes it's correct. For example, my stalkers will know that I am working on a CSR parser. I have to write code that can reliably handle when someone rates something that falls out of predetermined values. see link. Unfortunately closing "assumptive" code and fixing vulnerabilities takes a lot of time and effort. Quote Link to comment Share on other sites More sharing options...
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