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đź“ť Add a bit of clarification to the last blog post
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Chasmical committed Oct 15, 2024
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Expand Up @@ -78,6 +78,38 @@ But just try modding the game.



<small style={{ opacity: 0.5 }}>Was this all satirical? Unironically, only in part.</small>
<!-- <small style={{ opacity: 0.5 }}>Was this all satirical? Unironically, only in part.</small> -->



## Upd: Literary breakdown

Yes, this is a short cosmic horror story. A lot of people took it literally and drew conclusions out of thin air. I'm not a professional writer or anything, so it's understandable, I should have made clear that this post isn't literal. It's a mix of fiction and non-fiction. The fiction parts consisted of overexaggerated "indescribable horrors", common to the Lovecraftian horror genre. The non-fiction parts consisted of my aversion to Matt's code.

The first lines of the post paraphrase Lovecraft's short story "Dagon":

> **I am writing this under an appreciable mental strain, since by tonight I shall be no more.** Penniless, and at the end of my supply of the drug which alone makes life endurable, I can bear the torture no longer; and shall cast myself from this garret window into the squalid street below.
The first section ends with the paraphrasing of this part from Lovecraft's "Facts Concerning the Late Arthur Jermyn and His Family":

> Science, already oppressive with its shocking revelations, will perhaps be the ultimate exterminator of our human species — if separate species we be — for **its reserve of unguessed horrors could never be borne by mortal brains if loosed upon the world**.
The satiricity should have been extremely obvious by *"It's straight up **Cthulhuesque-adjacent**. I feel like a character in one of H.P. Lovecraft's stories"*. I noted the usual structure of Lovecraft's stories — written accounts of those who survived incomprehensible horrors, and even paraphrased one of the most famous quotes from "The Call of Cthulhu".

> **The Thing can not be described—there is no language for such abysms of shrieking and immemorial lunacy, such eldritch contradictions of all matter, force, and cosmic order.** A mountain walked or stumbled. God! What wonder that across the earth a great architect went mad, and poor Wilcox raved with fever in that telepathic instant? The Thing of the idols, the green, sticky spawn of the stars, had awaked to claim his own. **The stars were right again, and what an age-old cult had failed to do by design, a band of innocent sailors had done by accident.** After vigintillions of years great Cthulhu was loose again, and ravening for delight.
The last paragraph of the second section was pretty standard for cosmic horror - a mess of contradicting pretentious words and descriptors, with a bit of paraphrasing of Lovecraft's "The Call of Cthulhu":

> The characters along the base were equally baffling; and no member present, despite a representation of half the world’s expert learning in this field, could form the least notion of even their remotest linguistic kinship. They, like the subject and material, belonged to something **horribly remote and distinct from mankind as we know it**; something frightfully suggestive of old and unhallowed cycles of life in which our world and our conceptions have no part.
The third section couldn't have much quotes and paraphrasing, as it needed a lot of non-fiction to tie it all together, so I just put it together myself. And then the story ends with a slightly ominous warning.

#### On a serious note,

I really did want to mod SoR2, but the current state of the code doesn't allow it. The excuse "It's just a demo/playtest" doesn't work here. I didn't test how optimized or buggy the game is, I only looked at the code itself. And it's a mess. It's a mess that I don't want to deal with.

Regarding modding tooling that Matt promises: that would be completely different from the modding we did with SoR1. Waiting until Matt adds support for something is very different from implementing the thing yourself. He's an only developer, and his hands are already full with just the base game.

And finally, for me personally, the most interesting thing about modding is creating something, that's vastly different from the original. Something weird, extrinsic, grand, silly, weird. For something of that degree of peculiarity, you'd at least have to make use of C#'s more advanced constructs. And Matt outright refuses to use any, other than classes, methods and fields.

If you want to mod SoR2, then good luck.

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