FANDOM


  • Hi Evan, I don't know if we have discussed it previously, but my studies so far have been in linguistics and social science, and have only read a couple of books about programming. As a consequence I would appreciate very much if you read and possibly edited the first two paragraphs of this new page I have written https://pixeldungeon.fandom.com/wiki/Pixel_Dungeon_Mods_Generally On a side note, congratulations for reaching the same amount of mods with Original PD (you will find the numbers at the end of the page).

      Loading editor
    • Thanks! having looked that those first two paragraphs, here's what I noticed:

      Pixel Dungeon is heavily inspired by Brogue, but isn't based on its source code, and so I think a lot of your word use ("a mod of brogue", "adapted brogue", etc.) doesn't fit well.

      You might also want to mention that the term for a pixel dungeon mod is similar to 'fork' (which is an open-source term) or 'version'. I've used this terminology before and I think it's the clearest way to communicate what PD mods are to people who are used to the term 'mod' in other contexts.

        Loading editor
    • I genuinely thought that Watabou had also adapted Brogue's code to the java environment, while making many changes, but instead of reading it somewhere, I must have just imagined it lol. I will incorporate your edits, but enlighten me in this:  when the programming languages are different (Brogue as far as I know is in C and Pixel Dungeon in Java), isn't the amount of adapted content an extra criterion that allows the use of the term "mod", or at least "adaptation", or the technical requirement of the use of the source code must also be met? And if the latter is the case, are mods written in different languages than java not actually mods? Again, I will incorporate your edits, I am just trying to understand the subject better.

      Edit: Done, when you have time have again a look in the second and third paragraph (I did some rearranging).

        Loading editor
    • I definitely agree that PD and Brogue are very similar, but generally the term mod (or fork or version) are only used when games share code/assets, not just ideas. e.g. there are a tonne of block-based mining/crafting games that are clearly heavily derivative to minecraft, but you wouldn't call them minecraft mods. As for mods that are written in other languages, I would say they count as mods if they have copied over assets, directly converted the code from Java to another language, or were attempting to exactly recreate PD's gameplay. Programming languages often have similar overarching concepts or shared origins (similar to spoken languages), so translating code between languages is often possible.

      As for the paragraphs, I don't see any technical issues with the writing now, but I think it's a bit confusing to use the term 'fork' when they are referred to as 'mods' elsewhere. My apologies as I realize I sort of suggested that, what I meant was that it might be helpful to use 'fork' or 'version' to explain what a mod means in the PD context, not to use the word instead of mod.

        Loading editor
    • That makes perfect sense now, thank you very much for the clarification of the term. Yeah, I misunderstood your comment as you advising me to replace "mod" with "fork", but it is no big deal, one of the very few merits of the wikia's visual editor is its "find and replace" option, it will take me 2' to revert it back.

        Loading editor
    • A small correction in my first message, after I have redone some calculations: in total your direct mods are 45, so Original PD is stlll beating Shattered PD, but if we also add those that are mods of  Shattered's mods, the number goes up to 52 and becomes equal to that of Original PD's direct mods. Nevertheless, in that sense (direct + indirect mods) all mods are mods of Original PD, so Watabou will be always winning in this field :-)

        Loading editor
    • That makes sense. It would be odd for Shattered to be a more popular platform than vanilla! I don't have the time to implement it, but I often wonder how many people would want to mod a codebase that's functionally vanilla but with all Shattered's technical improvements. I did already do that one codebase that gives vanilla Shattered's build process though, which is probably the most important change for a modder.

        Loading editor
    • Having 45 direct mods in comparison to the 52 mods of Vanilla is still a huge influence. Also I am sure that the majority of mods from 2018 and on are mods of Shattered, but I haven't sorted out Omicron's data about that yet and I can't offer specific numbers. So in terms of current modding influence, Shattered is the new Vanilla, with the exception of the Russian community, in which Remixed has an almost equally strong influence.

      Edit: I had some free time and got curious, so here are the sorted out data:

      2014 Original PD 11 mods, (all numbers mentioned are for direct mods)

      2015 Original PD 17 mods - Shattered PD 4 mods,

      2016 Original PD 9 mods - Shattered PD 2 mods,

      2017 Original P5 5 mods - Shattered PD 7 mods,

      2018 Original PD 7 mods - Shattered PD 13 mods,

      2019 (until August) Original PD 1 mod - Shattered PD 18 mods.

      https://pixeldungeon.fandom.com/wiki/File:Mod_Families_by_year.png (not to be deleted lol)

      So you are ahead already from 2017 and on and dominating the race of 2019 so far.

        Loading editor
    • A FANDOM user
        Loading editor
Give Kudos to this message
You've given this message Kudos!
See who gave Kudos to this message
Community content is available under CC-BY-SA unless otherwise noted.