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Reply to Re: Removing/changing limits in the source code

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October 14th 2011, 07:23 AM
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Kyle
Peasant He/Him Belgium
 
You don't lose the ability to play the 300 some d-mods because this isn't meant to be Dink 1.09. It's more like Dink+, where we will be able to expand the possibilities for future d-mods. There's no point sticking with an old engine when we have the ability to change it. This is the reason Seth was asked to release the source code back in the day. There is no rule against installing both Dink 1.08 and the new executable. The best solution would be as was mentioned before to have a simple checkbox/listbox to run the one you need at the time

I also don't see how adding features (not complexity) is changing what Dink is about. Dink is about regular people without the ability to use complex engines or can not pay for all the art, ... It's about people bringing their imagination to life. And if we can simplify this process, wouldn't that be progress towards evolving Dink in the same spirit as the original?

Nobody is saying you'll have to use this, but I'm pretty sure you'll want to after you realize the possibilities that open up.

As for a new scripting language, I think what Shevek is doing with his pre-processor could be the preferred solution here. This way people who are familiar with the original Dink and are happy with can just continue the way they always have and those (like me) who would like a more modern approach to scripting with all its functionality intact can get that too.