Hello again, world! In my last update, I covered the final pieces of the foundation for Shaftworks VNgen, which I aim to make one of the most advanced and easy to use visual novel engines ever. I said that with the core components in place, development would pick up quickly for the rest of the engine. And this weekend, I'm happy to report that's exactly the case. So strap on your seatbelts, because we've got quite the haul of new features to go over! Around the engine in...well, a lot of ways First off, ...

Update 04 - Characters, Scenes, Animations, Oh My!

Hello, world! It's that time again—two weeks have passed, and now it's time for another update! For VNgen, the past two weeks have been all about polishing up the foundations so that work can finally begin on adding new elements to the system. Sound boring? Well, you might just be surprised. Around the Engine in 80 Ways So, a bit of context: as opposed to Edge VN, which generated the majority of its properties in real time (i.e. in CPU), VNgen relies heavily on data structures in memory (i.e. in RAM). ...

Update 03 - Of Constants, Variables, and Deformities