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[–] 75 points 3 weeks ago (22 children)

Shocking the article left out the last surprising note on the update blog: Ludeon Studios says Rimworld isn't the only game running on the new, homemade Waylith engine. 😉

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  • [–] 16 points 3 weeks ago (17 children)

    Probably because there's no details and it probably won't be out for years.

    I was hoping for a new DLC announcement at least.

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  • [–] 13 points 3 weeks ago* (last edited 3 weeks ago) (5 children)

    There are rumors it's based on the engine that Kitten Space Agency's (spiritual successor to Kerbal Space Program) devs develop. So it would be that other game.

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  • [–] 8 points 3 weeks ago (2 children)

    Those are two games with extremely different needs...

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  • [–] 9 points 3 weeks ago* (last edited 3 weeks ago) (1 child)

    From what I understand, BRUTAL (the thing that KSA devs made) is not a typical game engine. It's very low level and more of a set of tools and libraries to make a game and its engine with, without completely reinventing the wheel. It doesn't restrict game devs in any way and aims to give them maximum freedom (e.g. it doesn't even have a concept of a "scene" that all engines like Unity or Unreal have). Obviously this also makes it very complicated to use compared to Unity, but makes it possible to custom-tailor it to any game and use case.

    This is especially important for a game like KSA that doesn't fit into Unity's model at all, but I guess it also provides some benefits for RimWorld.

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  • [–] 4 points 3 weeks ago

    Yeah, imo the term "game engine" itself has kinda evolved over the years from "framework that contains common game/renderer code" to "platform to handle the entire process of implementing a game".

    It's just code in the end, so even the "full platform" option can be used as if it's just a framework, which it sounds like RimWorld was doing if it could switch engines without breaking mod support (another comment guessed LLMs were involved but IMO this goes way beyond what an LLM would handle well, as it would involve pretty much reimplementing unity's framework). Though I don't have any direct experience with Rimworld mods and how exactly they interact with the game; if they used a data-driven approach, then it could be possible to redo just that interface and keep mods working (though it would also depend on what exactly was running the mod code itself, as that part would also need to remain functional).

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  • [–] 4 points 3 weeks ago (10 children)

    Not a single of their dlc has spoken to me or my play style. So a new game sounds great to me.

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  • [–] 6 points 3 weeks ago (7 children)

    Playing without Ideology is crazy, you're missing out on so much RP

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  • [–] 1 point 3 weeks ago (4 children)

    I have it. I didn't finish a single playthrough since.

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  • [–] 9 points 3 weeks ago (2 children)

    I personally don't finish Rimworld playthroughs, I go until Randy decides I'm done with the colony.

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  • [–] -2 points 3 weeks ago (1 child)

    It's so funny to be that Rimworld is basically copied straight from Dwarf Fortress all the way up to Ideology. Then they start coming up with their own content and everyone hates it.

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  • [+] -8 points 3 weeks ago (3 children)

    I wonder which games they will blatantly rip off this time

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  • [–] 4 points 3 weeks ago

    You must be new to the games industry. Ideas are cheap, implementing them properly and in novel ways is what makes or breaks a game. Developers have always been iterating on the ideas of others before them. Nobody in their right mind would call a game as accomplished as Rimworld a mere ripoff.

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