Dmiat
New Member
- Dec 17, 2024
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Hi.
I am rewriting Planescape:Torment. I have a demo, that can be played from
My point is not to recreate the game as a product, but to extract the source code from unreadable and old format to something that anyone can understand. At least for now.
Just... To be honest, InfinityEngine does not look good in 2025. I want the game to be beautiful, accessible and portable.
I have an "automated" flow 'NearInfinity MassExporter -> InfinityEngine DLG files -> parser to abstract syntax -> serializer to engine syntax', that handles 90% of work. So, it is kinda easy to switch engine, I designed the architecture as flexible as possible.
When I started, I picked RenPy as a target engine, because it is simple, and I had some experience with it.
RenPy handles the runtime well, but I struggle each time I touch it. Translation is already painful, ui is a meme, I wrote custom pre-interpretation syntax checker just to make sure I did no misspelling. But RenPy works. And I see that RenPy is capable of handling the whole game. Just with torments)
On the other hand, something universal like unity/unreal engine is a little too much for a visual novel. Yea, they will work. As RenPy will. I will always prefer user's comfort over developer's, and I do not see enough 'cozy points' in unity/ue.
Godot? I never used it, so I may trade apples for oranges. Seems juicy, but is it?
Modding Divinity:OriginalSin2? Lol.
SugarCube?.. Narrat?..
I think the engine should be something, that:
- can run ok on web, linux, windows, android
- has normal translation support, including conditional translation
- has basic ui toolkit that can be extended without humiliation
- allow logic/view separation
- allow to cover almost all source code with autotest
- flexible as snake
I may ask a holywar question, butwhat engine why engine XYZ suites well for a complex visual novel like Planescape:Torment? I heard five different options from five different people, but I have no statements to prefer one engine over the other. Or I have too many statements...
And having RenPy now is...ok, but just ok. To make it 'good', I should work on it, and I am lazy.
===
Btw, I want to add lightning to the game. Not dynamic lightning - just a simple torch flickers on a wall and objects.
But all I have is 2d exported maps from original game. I have two options: to draw a lightning map by hand or to recreate a room in some kind of blender, bake it into 'almost the same' 2d textures - and pass these new textures to the game.
First option is hard, second option is harder. I tried neuro to do something, but it always fails in details and sometimes fails in general.
Did one struggled with similar task? Engine is irrelevant here.
I am rewriting Planescape:Torment. I have a demo, that can be played from
You must be registered to see the links
, online version included.My point is not to recreate the game as a product, but to extract the source code from unreadable and old format to something that anyone can understand. At least for now.
Just... To be honest, InfinityEngine does not look good in 2025. I want the game to be beautiful, accessible and portable.
I have an "automated" flow 'NearInfinity MassExporter -> InfinityEngine DLG files -> parser to abstract syntax -> serializer to engine syntax', that handles 90% of work. So, it is kinda easy to switch engine, I designed the architecture as flexible as possible.
When I started, I picked RenPy as a target engine, because it is simple, and I had some experience with it.
RenPy handles the runtime well, but I struggle each time I touch it. Translation is already painful, ui is a meme, I wrote custom pre-interpretation syntax checker just to make sure I did no misspelling. But RenPy works. And I see that RenPy is capable of handling the whole game. Just with torments)
On the other hand, something universal like unity/unreal engine is a little too much for a visual novel. Yea, they will work. As RenPy will. I will always prefer user's comfort over developer's, and I do not see enough 'cozy points' in unity/ue.
Godot? I never used it, so I may trade apples for oranges. Seems juicy, but is it?
Modding Divinity:OriginalSin2? Lol.
SugarCube?.. Narrat?..
I think the engine should be something, that:
- can run ok on web, linux, windows, android
- has normal translation support, including conditional translation
- has basic ui toolkit that can be extended without humiliation
- allow logic/view separation
- allow to cover almost all source code with autotest
- flexible as snake
I may ask a holywar question, but
And having RenPy now is...ok, but just ok. To make it 'good', I should work on it, and I am lazy.
===
Btw, I want to add lightning to the game. Not dynamic lightning - just a simple torch flickers on a wall and objects.
But all I have is 2d exported maps from original game. I have two options: to draw a lightning map by hand or to recreate a room in some kind of blender, bake it into 'almost the same' 2d textures - and pass these new textures to the game.
First option is hard, second option is harder. I tried neuro to do something, but it always fails in details and sometimes fails in general.
Did one struggled with similar task? Engine is irrelevant here.
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