Not a single of their dlc has spoken to me or my play style. So a new game sounds great to me.
Probably because there’s no details and it probably won’t be out for years.
I was hoping for a new DLC announcement at least.
Creat@discuss.tchncs.de 2 weeks ago
Kyrias@lemmy.ca 2 weeks ago
I’ve dodged a couple (Royalty and Anomaly) but all appreciate they put the effort in.
Godric@lemmy.world 2 weeks ago
Playing without Ideology is crazy, you’re missing out on so much RP
Ricaz@lemmy.dbzer0.com 2 weeks ago
It’s so funny to be that Rimworld is basically copied straight from Dwarf Fortress all the way up to Ideology. Then they start coming up with their own content and everyone hates it.
HerbGrower@slrpnk.net 2 weeks ago
I have liked all the DLCs. Probably royalty the least. Biotech and ideology tied for top and they go together really well. The most recent 2 are also pretty fun.
Creat@discuss.tchncs.de 2 weeks ago
I have it. I didn’t finish a single playthrough since.
Godric@lemmy.world 2 weeks ago
I personally don’t finish Rimworld playthroughs, I go until Randy decides I’m done with the colony.
fyzzlefry@retrolemmy.com 2 weeks ago
If you finish, you didn’t up the difficulty enough
goatbeard@beehaw.org 2 weeks ago
Ideology is my favorite, I couldn’t imagine playing without it
deadcream@sopuli.xyz 2 weeks ago
There are rumors it’s based on the engine that Kitten Space Agency’s (spiritual successor to Kerbal Space Program) devs develop.
skibidi@lemmy.world 2 weeks ago
Dean confirmed on the KSA discord that they licensed BRUTAL (the framework that KSA’s engine is built upon) to Ludeon for Waylith.
ParlimentOfDoom@piefed.zip 2 weeks ago
Those are two games with extremely different needs…
deadcream@sopuli.xyz 2 weeks ago
From what I understand, BRUTAL (the thing that KSA devs made) is not a typical game engine. It’s very low level and more of a set of tools and libraries to make a game and its engine with. It doesn’t restrict game devs in any way and aims to give them maximum freedom (e.g. it doesn’t even have a concept of a “scene” that all engines like Unity or Unreal have). Obviously this also makes it very complicated to use compared to Unity.
Buddahriffic@lemmy.world 2 weeks ago
Yeah, imo the term “game engine” itself has kinda evolved over the years from “framework that contains common game/renderer code” to “platform to handle the entire process of implementing a game”.
It’s just code in the end, so even the “full platform” option can be used as if it’s just a framework, which it sounds like RimWorld was doing if it could switch engines without breaking mod support (another comment guessed LLMs were involved but IMO this goes way beyond what an LLM would handle well, as it would involve pretty much reimplementing unity’s framework). Though I don’t have any direct experience with Rimworld mods and how exactly they interact with the game; if they used a data-driven approach, then it could be possible to redo just that interface and keep mods working (though it would also depend on what exactly was running the mod code itself, as that part would also need to remain functional).
it_wasnt_arson@awful.systems 2 weeks ago
They’re both projects moving away from Unity and to something more tailorable to their needs at a lower level, so it’s not all that strange, really.
Kyrias@lemmy.ca 2 weeks ago
Don’t do that to me. Don’t give me hope.