Howdy everyone!
In just shy of a year ago the first version of the modding tree was released by Acamaeda. It abstracted a lot of the features in The Prestige Tree to allow people to add new layers really really easily. It allowed so many things to be either values or functions that would get calculated every frame. I loved the idea immediately (and maybe even had my own ideas of a similar project before aca beat me to it ). It quickly grew very popular, received many many updates, and Jacorb himself even used it to rewrite the original The Prestige Tree game.
One thing that was really notable here, was people werenāt just using this tool to add new content to TPT. Historically incremental game mods have either added new content or modified the pacing of existing content. Rather uniquely, the TMT community almost exclusively replaced the entirety of TPT with new content. This inspired incredibly ambitious games that would be unrecognizable from the game this tool originated from.
Iām so proud of this tool and the community thatās built itself around it. This tool has effectively lowered the barrier to entry into incremental game development, and even game development in general. Itās a great stepping stone between things like visual programming tools (like Scratch) and making an entire game out of nothing. It also allows beginner programmers to make games that still have things like saving and useful settings, that would be boring to implement and would often be skipped otherwise. Not a day goes by when there isnāt someone in the #modding-help channel on discord learning how to program because of TMT.
That is all wonderful, and I love to see how TMT has grown over this year itās existed. Itās kinda crazy to think this all started less than a year ago. But looking back on it all, one thing struck out at me:
āThe Modding Treeā doesnāt really encapsulate what makes this tool so special.
And so here we are, 25 days from itās first anniversary, and Iād like to propose a rebranding. (And just as a heads up this has been considered internally and with the mod creators)
What would this mean for the community?
Well the name of the discord server and GitHub repo would change, naturally. Iād like to work on fleshing out the brand identity, so the tool can hopefully spread around the greater game dev community, and in general get across the idea that the people making games with this tool are not merely modding, but outright creating games. As part of this process (which will take awhile), Iād also like to work on a nice homepage to show people just how special this tool is.
Weāll work on a new logo and banner and potentially other assets as well (thanks ducdat again for our current ones and already working on some ideas for the proposed names).
What are we rebranding to?
Well, while discussing this with the mod creators, there unfortunately wasnāt a clear consensus. There have been several good ideas thrown around, tweaked, etc. But none that had a universal āyes, thatās the oneā. So weāll list the ideas we have here, but then Iād love to hear from the rest of the community: what do you think of these ideas, and what are your own? In a week or so weāll probably create a poll for all the suggestions and decide our name from there.
Here are the ideas weāve had:
Flexible Incremental Toolkit
Or FIT for short. I think this does a great job at describing the tool and what itās used for. For branding purposes we may also shorten it to FITK, which has more reasonable domain names to buy.
Iād also like to point out the use of the word incremental. While obviously a reference to the type of games the tool is very good at, it also has a bit of symbolism. I believe it does a good job at referencing this trait this tool has that a lot of other game engines donāt: the way layers work allows new content to continue to be added easily regardless of how many there have already been. Typically games in other engines slow down as more content is added and everything gets less cohesive and more coupled. In a way, you could say this tool encourages adding new content incrementally, compared to other engines.
Flexible Layer-based Incremental Toolkit
Or FLIT or FLITK for short. A variant of the above name that emphasizes the use of ālayersā internally.
Flexible Layer-based Incremental Creation Kit
Or FLICK for short. Another variant if the above thatās easier to pronounce.
Incrementum
This is Latin for āgrowthā and ādevelopmentā, and happens to be similar to the word incremental. The symbolism of growth is used to focus on how this engine helps people learn to code and get into game development, as well as how itās roots (heh) are in incremental games. Plus itās logo could be a tree which would be a fun reference to the prestige tree.
One criticism of this name has been that it doesnāt really describe the engine though, itās just a bunch of symbolism. Because of that itās been proposed to include one of the above names as a sort of tagline. E.g. āIncrementum: a flexible incremental toolkitā.
Trees and More Things
This would allow us to keep the TMT acronym, which could help adoption and spread amongst those already familiar with the tool.
Others
- The Prestige Engine
Feedback
And thatās that! Once again, Iād love to hear your feedback both here and on the discord server. And donāt worry, regardless of what happens, any mods youāve created or forum links youāve made will continue to work. While weāre very excited for this rebranding, weāre committed to making the transition as easy as possible.
Thanks for reading!