That girl with the paintbrush hair is Vivi! She’s going to be the Pixi-vn mascot 🙂
I’ve been working on a new project that I haven’t been very vocal about but I’m super excited to get going: a new visual novel engine! I know-I know- “Another one?”, you say. But I was inspired by the work that I was seeing from others and thought I would try to use what I had learned from using the various engines already out there and build something exactly how I wanted.
For now it’s called Pixi-vn because the visuals in the back are on a canvas made from Pixijs.
My rules were…
It must be open source under MIT
I thoroughly believe that open source is the future. Keeping this code under lock-and-key would do nothing to help the creative community. The potential help I could get in developing Pixi-vn is exciting to me.
It should be usable by novice computer users but customizable by advanced users
This is still one rule I’m working hard on. I need to build up the framework underneath and then build up for novice users. Text files and unfriendly config files will be moved to friendly interfaces. I’m hoping I can make that a priority in version 2.0.
Users can run and develop it without a high-end computer
My biggest problem with Unity is that it’s bulky. Sure, you can do crazy awesome things with it, but the player file size was huge and some of the things I wanted to do carried a big footprint. Things I would develop on my beast of a computer, when ported to someone else’s fairly ok computer, looked terrible!
The project would use cutting-edge tech
This was more of a self-serving goal. I wanted to stay up-to-date on the new stuff so I would have an edge at work :p Sometimes getting the new stuff to work can be a pain because it’s new territory for most people, but I think it will be worth it.
If you want to take a closer look at what I have so far, check it out on github. Pull requests and testers are welcome!