Tool Unity [Archived]

osanaiko

Engaged Member
Modder
Jul 4, 2017
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I'm sorry, but I am going to be a grinch here:

Imagine a Venn diagram of two groups of people:

One group is those who have the interest and energy level, and technical computer skills to write dialogues and create digital images, and have attention to details needed for a digital "art" project, and also can commit the huge amount of time needed to make a VN.

The other group are the people who CANNOT learn the tiny amount of Renpy needed to implement their dialogue and images into a basic VN product.

The two circles have almost no overlap.

tl;dr: the hard part of making VN is not the lack of "easy" engine options.
 
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NylonBandit

Newbie
Jul 24, 2020
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I'm sorry, but I am going to be a grinch here:

Imagine a Venn diagram of two groups of people:

One group is those who have the interest and energy level, and technical computer skills to write dialogues and create digital images, and have attention to details needed for a digital "art" project, and also can commit the huge amount of time needed to make a VN.

The other group are the people who CANNOT learn the tiny amount of Renpy needed to implement their dialogue and images into a basic VN product.

The two circles have almost no overlap.

tl;dr: the hard part of making VN is not the lack of "easy" engine options.
I feel like this is missing the point a little bit. The reason people use Ren'Py in the first place over Unity is because it's easy to use.

So the real argument you're trying to make is 'Why use EZVN over Ren'py?', which would be a fair point. In the current state I'd even admit myself Ren'Py is a better solution, but that won't be the case by the end of the year.

Once I get the current roadmap completed, you'll be able to do everything you can do in Ren'py with additional USP functionality like a unlocks gallery and achievements included in the box. All with a faster, more visual workflow, easier asset management and the additional functionality that comes with simply using an actual game engine like Unity.

With all that said, maybe I should switch up the marketing to focus less on the 'no code' thing and push it as a more visual workflow... because the no code thing might not be as enticing as I had planned. However, I still feel like 'No code' is a clearer tagline then 'A visual editor'. I worry focusing on the 'visual creation' aspect would have people saying 'WTF does that mean?', but I could be wrong on that.

EDIT: After putting some thought into this, I am going to stick with the 'No Code' tagline. It just highlights the USP of the custom visual script editor.
 
Last edited:

Michelangelo da Mouso

Member
Game Developer
Nov 19, 2018
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Hey NylonBandit I see there haven't been any more updates on your EZVN. I remember joining as a beta tester, but got sidetracked with some life stuff (you know how it is), and I've been out of the loop. Is the project still alive?
 

Maesat

New Member
Jan 28, 2021
3
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NylonBandit Hi there, 7 months later after your post stating your project will not be another Star Citizen...Sooo.. As per fellow user above me posted, any updates? That was an awfully long and well written post you made, to describe your product, I'd hate to think you wasted both yours and our time making it. Not all opinions are the same, and there are more than 2 categories of clients in that vein diagram mentioned by another user.. Me, for example, love to mess around with any dev application available. Good or worst than so and so, theres always something good to take and learn from it. And sure, i could check the patreon for the info i want, but the lack of commitment your thread ultimately ended up looking as doesn't inspire me to waste any more time than I have already.

Anyhow, take this with my best intentions in mind, even tho I may sound like a sacastic sob sometimes, i mean no disrespect. Just calling it as I see it.

Hope to hear again of your engine at one point. ✌