this post was submitted on 25 Jul 2024
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QL was our first game and although it was a big milestone for us, it was created at a time before we understood version control software. We do not have access to the source code anymore and cannot make any fixes or changes to the game. Because of this, we have decided to disable the ability for anyone to buy copies of the game. Thank you for your time and feel free to reach out to us.

The trailer looks like an awesome vaporwave freeze tag indie game.

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[–] [email protected] 146 points 1 month ago (4 children)

To be fair to the developers, they do elaborate a little further in the comments:

Hey everyone, We appreciate the sudden enthusiasm for our game. When we launched it in 2015 into early access and 2016 into full, we were at the vanguard of asymmetrical games. It was exciting, but it was also our first step down the Dunning Kruger curve. QL has bugs that we cannot fix, shaky net code and overall sloppy design. We left the game up for this long so that players who had friends that wanted to play, could still get a copy. However it has been 9 years with minimal to no activity. So we felt it was right to remove it now.

I don't know enough about this game or it's community to comment much, but the devs don't seem to be bad guys - seems like a story of naive developers making a mistake, but doing their best for their community with what they had. For a niche online game with no DLCs, 9 years is hardly a bad run.

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[–] [email protected] -1 points 1 month ago

Ransomware?

[–] [email protected] 56 points 1 month ago (1 children)

A good decompiler and an auto-formatter might leave them with a nicer copy of their source code than they had in the first place.

[–] [email protected] 46 points 1 month ago (4 children)

QL was our first game and although it was a big disappointment losing the source code it was lost at a time before we understood decompiler and auto-formatter software.

[–] [email protected] 39 points 1 month ago (4 children)

The time at which the source code was lost is irrelevant for decompilation, decompilation uses the binary files. Those are the files that are out there being played right now.

Until recently decompilers tended to produce rough and useless code for the most part, but I'm looking forward to seeing what modern LLMs will bring to decompilation. They could be trained specifically for the task.

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