Strength from Unity

Those of who follow us on social media, may have noticed, that we were confined in an office space for three days, as we were developing Lydia for the upcoming release this Spring/Summer.

We got a moody teaser for you to drool on:

We’re actually developing the game for the second time, as we switched from Visionaire Studio to Unity. There are a number of reasons for this, by far the the most important one is the flexibility of Unity. But because of this, we need to script the entire game from scratch and update the majority of assets to higher resolutions. But we’re confident, that this will improve the product.

Thanks to the intensive weekend, we’re practically back there where we left off with Visionaire Studio. Only thing lacking is the last, epic scene. There’s of course a number of smaller things missing and a proper polish is somewhere along the endless list of Things-to-do, but the overall progress of the game is looking promising. Even though we switched the engine in the middle of the development.

The game is looking and sounding mighty fine, and the depressing and desperate mood is spot-on. We got a butt-load things to do, but we’re getting there!

In the mean time, here’s some video footage from our crunch weekend:


  1. Hello!, sure! We’ve been working with Visionaire in both of our games, but Unity’s Adventure Creator is far superior in comparison, at least our case. AC gives a lot better camera control and allows the use of bigger textures. In Visionaire, you’ll have to scale down the textures you’re using to match the selected resolution.

    Then there’s the porting. With visionaire you have to pay the 500 Euro fee, if you like to port your game for mobile platforms such as iOS and Android. With Unity that’s free.

    One of the big issues from the scripter’s point of view is the path-finding, which is very problematic on Visionaire Studio – at least in the 4.2 version which we were using. In AC all you need to do is to create a Navmesh and the integrated path-finding will take care of the rest.

    The dialog creation is much more intuitive on AC, and there are dozens of other things that are just way more logical when done with Unity.

    Oh, and one other thing: Creating menus is a total pain in the ass with Visionaire. I mean I spent DAYS to get save games, volume bars and all the other trivial stuff to work. In AC all of that is integrated in the framework. They work straight out of the box.

    In retrospect, we should’ve instantly started working with Unity. But the time spent with Visionaire wasn’t a total waste, as the game got WAY better, as we’re doing it for the second time.

    -Juho Kuorikoski

  2. bonantza says:

    Hi! Could you elaborate a bit more why you decided to change the engine? I’m moving to the development phase of my own game project in just about a week or two and Visionaire studio seems to be the way to go for me.

    Except that Unity’s been suddenly surfasing here and there with its adventure game creation features. As I’m a solo developer, I don’t want to make the wrong choice at the beginning. Visionaire’s graphical UI is quite quick to use and script.

  1. […] Strength from Unity March 6, 2017 […]

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