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Author Topic: Adventure Game Engine  (Read 6441 times)
seccia
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« on: May 20, 2012, 12:40:09 PM »

Hello,

I'm making a new free software to create point n click adventure games. The editor is compatible with Windows only but the runtime will be cross-platform.

You can watch the video and download the current beta version at:
http://age.seccia.com

I will use it for my own game.

Thanks for your comments.

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Erwin_Br
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« Reply #1 on: May 20, 2012, 01:16:13 PM »

Your engine looks very polished, going by the screenshots. I haven't had time to check it out yet, but I will. I'm curious about the game you're planning to make. Keep us posted! Smiley
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"You know you've achieved perfection in design, not when you have nothing more to add, but when you have nothing more to take away." --A. de Saint-Exupery
seccia
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« Reply #2 on: May 20, 2012, 01:55:12 PM »

I wrote 3 chapters (40 pages) with all puzzles, but without dialogs. I must write the last chapter in June. It's a "game-noir" where the player discovers the story of a sad man who sees in black and white (an incurable disease) since he was born.

One chapter per decade: 12 years (1992), 23 years, 32 years and 40 years.

It's like a book with ideas and experienced. My influences are Céline (Journey to the end of the night, 1932) who is a french writer, and JP Sartre, a french philosopher.
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Erwin_Br
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« Reply #3 on: May 20, 2012, 02:32:53 PM »

Very interesting premise. I also like the idea of breaking up the game in chapters analog to his age.
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"You know you've achieved perfection in design, not when you have nothing more to add, but when you have nothing more to take away." --A. de Saint-Exupery
Trumgottist
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« Reply #4 on: May 20, 2012, 02:47:07 PM »

Maybe you should add narration to that video, to make it easier to tell what it is you're showing.
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seccia
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« Reply #5 on: May 20, 2012, 03:31:28 PM »

yes you're right but it was just a test.
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Kickaha
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« Reply #6 on: May 20, 2012, 04:31:30 PM »

The screenshots look well developed, a FAQ or two wouldn't go amiss to explain what sets your engine apart from the others out there like AGS and Wintermute. 

Glad to see people doing interesting things!
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nigec
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« Reply #7 on: May 21, 2012, 03:22:33 AM »

Very clever idea, I'm really looking forward to see how things go with this Smiley
keep up the good work
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seccia
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« Reply #8 on: May 21, 2012, 01:06:23 PM »

Thanks.

I updated the homepage with descriptions and new screenshots.
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BigMc
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« Reply #9 on: May 21, 2012, 01:59:35 PM »

Hi. Anything that sets your engine apart specifically from AGS? That engine works on Windows, Mac OS X, Linux, iOS, Android and PSP now and also doesn't require use of scripting (I think). And it's completely open source since a week ago or so. Not saying that I would recommend using it, but if you just want to get a game done, why not. When do you think your engine for all those platforms will be finished?
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seccia
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« Reply #10 on: May 21, 2012, 03:30:36 PM »

AGS does not use a graph to design the story and puzzles. That's the originality of Adventure Game Engine.

I wanted to make this software because I wrote my scenario with a diagram (like Grim Fandango puzzle document... you should download it) and it's easier to design the gameplay with that.

My game is not a small game, I have 47 places and 40 characters... and I didn't write the last chapter yet. I need to debug easily the game by checking boxes without running the game. If I check a puzzle box, I can see the states of all items. For example, I can know if an object is in the inventory anytime, anywhere... just by checking boxes with the spacebar. Then, (when the runtime will be ready) I can run the game from any box. There is not this concept of timeline and puzzles in other editors. I worked for game industry, so I know well the importance of a good debugger.

Adventure Game Engine is NOT a software made by geeks for geeks. First I wrote the story, then I decided to develop this engine. That's the fundamental difference between AGE and AGS.

I think the engine will be released at the end of year, and the game next year.
« Last Edit: May 21, 2012, 03:36:27 PM by seccia » Logged
BigMc
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« Reply #11 on: May 21, 2012, 04:18:19 PM »

Sounds good. What programming language do you use?

EDIT: Specifically for the tools. Will there be the possibility to port them later or do you use all Microsoft stuff for them?
« Last Edit: May 21, 2012, 04:23:37 PM by BigMc » Logged
seccia
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« Reply #12 on: May 22, 2012, 05:26:32 AM »

c++, windows api and gdi/gdi+

My lib is only compatible with Windows. But all assets are xml files... anyone could make his GUI.
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nigec
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« Reply #13 on: May 22, 2012, 08:39:53 AM »

maybe going open source might be a good option? it would benift you in the long run as your game would be cross platform without the added stress. just an idea  Wink
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seccia
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« Reply #14 on: May 22, 2012, 08:45:28 AM »

Yes I agree for the runtime because I want to use MonoGame. Not for the editor.
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