Yeah, the full Killer7 source was somehow left in a public directory on one of the official websites a couple years ago, inevitably found and torrented all over the place.
Also that seems to be a custom editor using a semi-visual language closely inspired by Scratch, a language designed to help children learn programming (thus the colorful pieces, although I similarly wonder how someone could use it without getting a headache).
I mean if say, youâre (probably) dyslexic like me and parse things better when they have a visual component and a visual metaphor that implies physical relationships, stuff like this can be way easier to understand than just a chunk of text.
yeah I do think this is definitely better than making the designers all code or w/e, itâs more that it doesnât seem better enough for this level of production design
I guess I was expecting something more along the lines of node-based scripts like in UE4 or Overwatch, which also have much more muted colors to be less tiresome to look at all day.
The alternative to visual scripting and other locked-down, safe scripting systems like this is just taking scripting away from designers entirely, which seems to be the direction huge-production games are heading in.
Itâs not perplexing though â thatâs literally how console targets work. Developers make games that target a specific machine; the games wonât magically get better without developer intervention.
Maybe if the trend going forward is backwards compatibility (like it seems it is) developers will start adding future-proof graphics modes to their games, but honestly I still donât think they have much incentive to do so. Most 3rd party companies would LOVE to sell you a âremasterâ for a next-gen console, so it only really makes sense for Sony to update first party games because they want to sell more consoles.
Itâs also not new â the same exact thing happened with the Xbox One - > Xbox One X and PS4 -> PS4 Pro upgrades. Developers just donât have incentives to look ahead and make their games run well on future consoles, unless we get to a point where revisions of a console are varied and frequent enough for it to affect people immediately.
Half the time developers canât even be assed to make sure games work well on the base consoles, let alone a console that doesnât exist yet.