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Weekly devlog: Refactoring edition

🕑 Added 2019-09-11 19:19:36 +0000 UTC

Comments

Bawdy Ink Slinger

Those are advantages, I'll give you that, but I think the advantage of static typing can't be overlooked. I know I'll have more bugs throughout the development of the whole game if I'm using python than I will with C#. They may slow me down more than building those features. It's not something I would normally say, but in this case I can see it being possible. Just came off a project that uses python and I hated every second of it. It's incredibly annoying to ask the question, "What methods does this object have?" and not having the language give me the answer. I can't deal with that for a complicated project :P I don't mind JS as much, but I'd probably use typescript instead of JS 99 times out of 100. :)

Wild Bill

Well, the way I look at it, Ren'Py games are strongly preferred to Unity games by players, the engine was designed around dialog content from the ground up rather than needing to use a library, you also get a long, *long* list of other features for free like saves, text speed and auto-advancing, dialog history and rollback, and your core game files are ASCII so they play nice with version control and you can use whatever editor you prefer to work with them. For all *that*, I'll put up with having to use Python over C#. For the types thing, if working with anything complicated enough for it to be an issue, I can just use Hungarian. That's often more reliable than strong type enforcement anyway. Of course all that is personal preference, if you hate Python more than I do (which is probable if you don't like dynamically typed languages; I do a lot of web work with Javascript and PHP so I'm used to dynamic typing) and aren't so bothered about the extra work you have to do with Unity, choosing it over Ren'Py would be the right choice for you.

Bawdy Ink Slinger

To be specific (and nerdy), I HATE dynamically typed languages with a passion, unless it's for one off scripts. The fact that C# auto completes methods and tells me their type signature and complains if I use code the wrong way saves me so much time relative to a language like python that lets me type almost anything I want then makes me discover while playing that I made a mistake. Plus, if I recall, every variable in RenPy is global, which is really weird and... bad.

Bawdy Ink Slinger

I personally wouldn't use RenPy. I've used it before and really disliked it. I also hate Python as a programming language. I definitely made the wrong choice with this old library, but I don't regret using Unity (yet?)

Wild Bill

It really does seem like it would have been a lot simpler to just use RenPy. I know if I ever get around to making a game, it's what I'll be using, and posts like this aren't doing anything to change my mind.


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