Re:Aspect-Oriented Programming
by Traubenfuchs on Wednesday June 14, 2023 @02:48AM
(#36322316)
I'd expect any non trivial (like changing color/size) interaction involves custom coding of a wholly new, invisible item as in "if player has item 300 and item 278, make them inactive and give him secret item 1200".
Re:Aspect-Oriented Programming
by barbariangrunge on Wednesday June 14, 2023 @09:42AM
(#36325795)
Based on a link somebody else posted, that may be right. The number of combinations is so large though. It must have been exhausting
Re:Aspect-Oriented Programming
by Traubenfuchs on Wednesday June 14, 2023 @12:34PM
(#36328473)
As Binding of Isaac is a money printing machine, it was definitely worth it.
Re:Aspect-Oriented Programming
by DaiPlusPlus on Wednesday June 14, 2023 @03:27AM
(#36322648)
This dev-blog article from 2015 pretty-much admits that it's all done manually: https://web.archive.org/web/20151108110741/http://bindingofi...
> now as some of you know, item combos have to be hard coded at this point due to how nutty some of the tears are in rebirth. the most requested update you guys wanted in afterbirth was item combos, so the team has been hard at work the past few weeks mostly focusing on said combos.
Re:Aspect-Oriented Programming
by barbariangrunge on Wednesday June 14, 2023 @09:40AM
(#36325767)
Oh my goodness that must have been exhausting by the time the game was done
My personal theory is it's something decorator like that involves modifying something like a struct which gets converted into game effects after all the modifiers run
This article just made me wonder about this again