not too sure about the save anywhere feature, as I enjoy taking my lack of self-control out on
gromit for some undiscernable reason
(...) not trivial to write at all. Their mistake was fucking it up in the first place (whoever had the idea that their save system was a good idea to begin with...)
I don't think they ever thought it was a good idea. I think it's just what wouldn't fuck up their engine, which pretty much only runs an RPG by the sheer power of coincidence. This isn't some "rail on Unity" thing -- it can be a great tool, especially if you're willing to build upon it.
But for all the excellence of Harebrained's tile editor, there's probably better systems for dialog and variables in fucking RPGMaker, where you don't have to make two or three entirely different versions of an NPC, and shuffle them on and off screen like a fucking sock-puppet show, just to change a few lines of dialog.
Hello? Tokens? Flag- and state- checkers, that include or exclude lines and blocks? ANYTHING in the god-damned engine you don't have to essentially write (and/or copy-paste) yourself, each time, other than combat? This "keep it loose, you can do
anything, anywhere if you have to write everything each time" philosophy seems to be crazily prevalent in the gaming industry.
HB would have saved themselves a lot of time, and everyone else a lot of grief, had they focused a little more on directly supporting more "common RPG" things, in a friendly way. As it stands, it's like... eh, colorforms that can run script, and it's amazing they were able to deliver the game they did. Amazing in the same way as watching a man move a 600 lb rock with his bare hands, instead of setting up a lever.
Anthony Davis has rightly applauded Obsidian for pushing on systematized, content-minded, creator-friendly tools. In this day and age, a proper programmer's job is to write each piece of code like he never wants to have to write it ever again, and come as close as humanly possible to success. Hard-coding is lame, dirty, and expensive in the long-term (not just in money terms.)
I would kill a man for the tools in Onyx to end up as Unity plug-ins, and get sold for a song. It would do wonders for indies: the choice is still often between "do it all by hand," "so generic you need to do things by hand anyway," and "friendly and streamlined yet completely rigid unless you do it all by hand anyway."
I doubt it will happen, given they sell $50 pieces of content relying on the edge such tools can bring them... though with F2P (shudder) and kickstarter, "boxed gaming" is eeking closer to the kind of service-based software industry where people could get comfortable sharing tools. It's better for providers, in such conditions, to (freely or cheaply) share "internal product" with one another, so they can better deliver the part the paying parties are
actually interested in.
Engines like Unity where you can make that process -- and its economics -- piecemeal are probably very intriguing to many parties. If I were, say, id software -- whose last few engines were only really notable for their improvements to tools and workflow -- I'd have ~10-25% of my team writing case-specific plugins for the thing right now, on the assumption that I've sold the last million-dollar engine license I ever will.