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uyuyuy99
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Hi DC. I just wanted to say I'm surprised and impressed that you are still working on this game 13 years later. I remember having a lot of fun with Stranded 2 as a kid. I still come back to your blog every few years to see if you're still working on this sequel.

I know game development takes a lot of time and I wish you the best. Cheers

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GeoB99
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How moddable this game would be considering it no longer bases on Unity engine but Godot instead? On Unity if you build a game using Mono one can use BepInEx to patch the entire game's runtime code which allows you to mod a game in whatever way you want. I don't know how Godot works and its overall quirks when it comes to modding and patching.

It's completely understandable that you no longer plan to implement a multiplayer feature in S3 but if you make it fully moddable as much as possible this could allow people to implement stuff on their own.

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DC OP
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@user GeoB99: Modding will be supported out of the box via Lua and definition files without having to use any third party tools. This was the plan for the Unity version and is still the plan for the Godot version as well. Of course this has its limitations. You are limited to the APIs and hooks I provide and you can't change every aspect in all detail. Like.. simply adding a fully fledged multiplayer mode certainly won't be possible that way.

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necrashter
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Great work, DC! Nice to see that you've circled back to Stranded 3.

I'm curious about how your new undo/redo system works. For example, what do you store: the old state, a part of it, or just store the actions?

Also, it appears that most of your development time is going towards developing the editor instead of developing the game. I know this fits your style (since almost all of your previous games had in-game editors), but have you considered skipping the in-game editor and just shipping the Godot engine as the map editor? Even some big commercial titles like Battlefield use Godot as a map editor these days.

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DC OP
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I'm storing only the stuff that changed. There are different undo types. Terrain heights, terrain textures, water heights, entity modifications etc and also merged undo steps which may contain multiple of these.
This is the only feasible option. Storing everything is of course too slow and takes too much memories. Storing only the actions is more complex, prone to errors and can be screwed up by floating point imprecisions. Also for destructive operations you would still have to store the old state anyway.

Regarding the editor: I actually told myself many times that it's not very smart to put so much time into it but I just can't stop doing it. Yes, using Godot directly would be the easy way but for me it just doesn't feel right. I don't want people to download an extra tool just to create maps. I don't like having that extra hurdle. And I think it's a quite big one. Being able to launch the editor just with a click from the main menu makes a huge difference and invites people to be creative.
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