I'm a programmer who is developing a custom engine that I plan to use to run my upcoming VN and/or dating sim projects.
I'm mostly new to VNs and the VN community.
Although I have my own vision of which features I would like to see implemented, I'm also curious what features/characteristics in my engine would allow me to attract artists to collaborate with me on creating games with this technology.
Are there any pain points that artists and creators in general face with current available platforms?
Would love to learn more about this subject.
- Elsa Kisiel
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(Though I have refused to work with a client when they asked me to work in GIMP.)
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Renpy is also quite feature complete so you can have the most basic novel with all features you'd want knocked out in an evening if you'd have to. As a noob in programming that is just awesome.
As a player I like Renpy because of easy controls, quick saving (RMB), skipping dialogue and the ability go back to an earlier point in the game with the scroll-wheel. Generally other oft-used (visual novel) engines lack one or more features. A game made for instance in RPG maker I'll generally skip because (i think) the controls are awful (for a VN or otherwise).
(But tbh I think a lot of Renpy games would be better if they railroaded the player a little more rather than trying to create an open world and ending up with a lifeless world and a player who can't progress without a walkthrough half the time.)
And Unity works well but it takes a lot of work (seen on WIPs I've tried) to get it up to a level where Renpy starts.
What I'm trying to say here is don't forget about the player if you want someone to play your VN as well.
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I like tyranobuilder/tyranoscript because it can handle live2D.
I started out with tyranobuilder because of it's "so easy a monkey could do it" layout. It let me dip my feet into game making when I was starting at zero. When I felt I had grown too big for it, I switched to renpy, because good support and cookbooks are something I value. Now I'm considering going back to tyranoscript (probably not tyranobuilder though because it's very slow to build in as a trade off for ease-of-understanding) because it can handle live2d, which is something I value.
So I guess the biggest thing to think about in a brand new engine would be: why would someone pick your engine? What does it bring to the table? File types? Ease of language? Speed? Built in mini game options? Export options? What makes it special?
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