Blockland Forums > General Discussion
Psp's CityRPG [v7]
Brian Smithers:
--- Quote from: steam ---
Never tell your password to anyone.
Lundoom: is changing 75% of code counted as re-writing it?
Brian Smithers: no
Lundoom: grr
Brian Smithers: of course not
Lundoom: 99%/
Brian Smithers: and what do you think your rewriting
Brian Smithers: say what your rewriting
Brian Smithers: be specific
Brian Smithers: the exact things
Lundoom: ccrpg
Brian Smithers: in what
Brian Smithers: what in it
Brian Smithers: are you rewritng
Lundoom: everything
Lundoom: fixing up the code,
Lundoom: making it neater,
Lundoom: et eca
Brian Smithers: thats not specific
Brian Smithers: i doubt your rewriting everything
Lundoom: well
Lundoom: I'm changing alot of it
Lundoom: to make it look neater
Brian Smithers: forget
Brian Smithers: thats o where near rewriting it
Brian Smithers: your not rewriting it
Lundoom: ok cool
Lundoom: afk
--- End quote ---
incase any of you really thought he was going to rewrite it.
LundoomGaming:
They all mean the same thing in the end.
Custard:
Rewriting an entire mod that is fully functional is a waste of time anyway.
CityRPG has a flexible array of data and networks that can easily be manipulated to fit right into your project. You want to make new, networked variables? Easy, the tools and the static recievers are there to recieve and interpret variables.
This is exactly how I'm making tax and welfare commands for the mayor in my CityRPG.
If you're going to rewrite CityRPG, you have to totally rewrite the story, the networks, and turn it into something unique. So far, nobody who has "rewritten" CityRPG has made their project unique.
In fact, the features I plan on adding to my CityRPG will probably change the gameplay entirely, and I wouldn't even have to rewrite my scripts.
So why do you need to rewrite your scripts?
adam savage:
LundoomGaming:
Adam, you didn't paste the raw image. It would be