Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It's wonderful for theory-crafting with all your ideas to build into a game or a movie or a book.
That would probably make a really good unity plugin, if there was a way to tie the nodes to assets. Easy to set up a FSM with levels and states and assign assets and environments to each node too. generic games, but enough to build from a template designed in Articy, to a prototype stage.
i know about Dialog XML, it exports the dialog all hand-typed into A:D SE,if it's exportable to XML, for $40 extra.
What Articy Draft does is,
cost money,
help you design GDD's, Game Design Documentation.
storyboard almost anything, preferably games.
What it doesn't do, is
help design better games
help design assets
learn programming
build and draw interfaces
rig & model 3D assets and characters
save or export data into other applications other than word/excel.
For a varying price per unit or utility, $1899, $450, $199.99. or $66.99 USD, you pay a generous price for a very limited product, no matter the tier.
I personally have no idea why nevigo thinks their software is good, i've trialled it, viewed the examples, watched all the videos,and it's not more complex than a really articulated storyboard application.
The UML features are good, the articulation of types and branch nodes is good, but like UML, it's a headache to convert or test the UML into XML or applications which need the logic exportable into actual code, or actual applications for use.
Without the facility to export or have handles created for export, it's a Journal Application at best. even with SVN storage and database storage of template, node and execution points.
While nothing else really exists that can do the same job, almost any kind of storyboarding or note application, OneNote, to EverNote, to a whiteboard and felt markers can replicate it.
RPG makers like chat mapper or masterplan, are free, gliffy can create flowcharts for free,
but, arguably, Flowchart software can duplicate the features as presented in the SE edition, but it can't storyboard. so it's more like an elaborate flowchart application or mind mapping application, rather than a graphical UML frontend.
A majority of people will use A:D for a month during the pre-prototype, find no way to really export or use the data into the game apart from copying it out of XML or excel/word exports from tables. A few, will inevitably feel attached to the application, using it as a kind of vault for story ideas, hoping for a way for others to use their ideas, and failing to do so.
it's depressingly isolated for an application that works against development flow, of creating an entirely separate filesystem and architecture for artists, programmers or designers to use elsewhere. True, it's better than the options available, story writing and story editing, concept design is the one area most people suck at - to plan out the complexity of a narrative or mutli-stage storylines so that attributes can be considered, alternatives, context areas, switches and triggers in an area, etc. but Articy can't offer that yet.
Think of an RPG, articy will help design attributes and staged storylines, and it will do that fantastically. Adventure games, sure. FPS or 3PS, even easier, it helps arrange sight lines and combat areas and places where players need to be directed next, or where the bosses will have to be next, and how to build stages around the combat paths.
What it allows, at the top end, documents assets from a group of people to understand the actual game development on a similar level using storyboarding features. it is 1500 euro for storyboards and XML tagged database entries for multiple people. at the indie level, it's far overpriced for the utility of scoring or storyboard development, but it beats a cork board and string for arranging character stats, storyboards, factions, plot and arc development.
don't underestimate this step, 90% of games never leave the idea stage, only the easy to understand and play ever get released; the parts that make them fun to play, have to be worked out over years of testing from a prototype or early alpha stage, and the mechanics have to be built right at the beginning of most games, so they can be tested and trialed. and if the design is rushed, it really shows.
Personally, i think its malignant that A:D version 1 is sold on steam, while they sell V2 on their site. I understand the software is supposed to be at a higher standard at the 1500 euro mark, but the indy / SE version doesn't help sell itself at the application end for "My First Journal"
at $33 or $50, people would buy this application. at $67/ $99, there's no utility. indie's are frugal for many reasons other than being poor, but it's mostly the money.
A:D SE is overpriced for 12 month old expired content, when games with RRP's of $50 are selling for 10% after 3 months. if you want people to spend $100 on applications they'll use for a week, it has to be in the same price point as the market you're selling in, e.g. $11 special priced games and a constant barrage of preorders for $50 games released every week. A:D is neither.