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by crobi
4001 days ago
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What I like: - Data driven - High-quality output - Raster and vector output What I don't like: - Complicated to set up (install Ruby, install multiple dependencies, compile code). This will scare away many potential users. - Complicated to use (edit text files and run command line scripts). While I like this workflow personally, I feel this will again scare away some people. - There's already many generic tools where you can write scripts to produce images from input data. Maybe you could explain why your tool is better suited for designing cards, given how complicated it is? |
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I also wanted an open source alternative to nanDeck. I love nanDeck, and Andrea Nini has been amazingly responsive at fixing bugs quickly, and at pushing out new features frequently. But open source projects (if done right) build more of the user-developer community that I'm looking for.
Regarding being complicated. Personally, I made Squib to match the way I think. Doing rapid prototyping on card games is both complicated tedious no matter which way you slice it. Squib helps with the tedious part. Ruby provides so much to take complex tasks and condense them to readable code - I wanted to leverage that for a very specific task.
Yes, I know some people are scared away by the fact that it's programming. Or the fact that it's Ruby with some native dependencies. But (and this I know from my day job as a software engineering professor) Ruby is among the easiest programming languages to learn. Already, I've seen some folks over at BoardGameGeek enthusiastically pick up Ruby and learn it just for Squib (http://www.boardgamegeek.com/article/19640981). That's awesome and already more than I had hoped for.