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Vilserio from Dei; Story time with AiD's New Programmer

🕑 Added 2022-06-20 14:05:52 +0000 UTC

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Ah, interesting. I guess that's why the code of the Switch ports (not mine, theirs) of Fault MS1/2sa is majorly different from StP LK is because they switched to Naninovel. Also why some features like live language switching and rollback are missing. I also wonder why A-B loop points (like in the StP demo) are missing, even through Unity supports them natively. Too bad that unfortunately with this switch, the Unity based codebase of Fault MS1/2sa on Switch won't be coming to PC… I was so looking forward to running ILSpy on it and seeing how it works. Now for the rest of the blog post… There's only so much that one person can do. Most of the large visual novel engine projects like Ren'Py and Kirikiri are open source, documented very well, and have many community contributors so they can fix bugs they encounter. Having NIH syndrome could be interesting, but once you get compared to the other engines that have features the client wants, it becomes a pain really fast. Also, as in the post, most NIH stuff isn't very documented because it assumes only one person will work on it and know how to deal with it. I can also relate to the "1 bug fixed, 2 bugs reappear" issue. Engines like Ren'Py has regression tests so you can catch that stuff easily. If you don't have unit tests or regression tests, it will be a painful route to take. Nowdays, there are ports of Ren'Py to consoles (my own port, and Ratalaika Games' port). The good thing about Ren'Py compared to Unity is that it doesn't have broken Linux video support, can compress the assets more or use lossless assets, and if there is an issue in Ren'Py, you can fix it. (Unity core is closed source and their feedback/bug report system is horrible) Personally, I'm interested in what specific issues they had with Ren'Py and why they had to switch off of it. But yeah, I'm glad at least the ball is rolling again and can't wait for the release of Fault Milestone 2 Side Below :-)

I don't usually post either, but I want to say that I'm glad to hear how things have gotten back on track. I've been a supporter for ages now, and I will admit I was pretty curious what was going on behind the scenes that had been causing the delays, so this post is pretty enlightening. One could say the project was hostage to a 3rd party's incompetence, which is unfortunate. Needless to say, from the posts that I've seen over the years from Munisix and Hare they have always felt sincere in their efforts to work on fault, and you seem to share that spark as well, so I hope to continue supporting all of you and seeing more of fault.


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