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[personal profile] jack
You are in a maze of twisty scripting languages, all different

I was investigating how to write a point-and-click adventure game at all, as a prerequisite for adding on my ideas for user-interface features. I was possibly over-optimistic, I wanted something:

* Cross-platform
* Working
* Open-source

And I started by looking to see what existing open-source adventure games there were. Ideally I can start just modifying something that already has a good interface, adding my features and game design. But found many things which fulfilled two of the criteria I hoped for.

* AGS. Very nice, compiled cross-platform, completely free, adventure game authoring system, used for many very well designed retro games, including some minor commercial releases. But the author is happy for it to be free but prefers not open source, so while you can do a lot with the scripting language built in, I still feel constrained. (Does anyone *know* a Chris Jones?)

* Several even more polished authoring systems, some free, some shareware, some commercial, but windows only.

* Several putative cross-platform mostly open-source authoring systems, generally adopted by a large team designing one game, but either unfinished, or internal to the game design team.

* Several similar open-source cross-platform games but not specifically touted as an authoring system, also not finished.

If anyone can recommend anything I've missed, please do! :)

The conclusion

Well, I don't know if I'll finish, but I decided which way I would go if I do.

I took MAD adventure game engine, which isn't completely polished, but works. The author is working on hero6.com, but there's a little discussion in the forums, and he doesn't seem interested in releasing the system separately. Still, it's a base, it does path-finding and other things that I've no interest in innovating, so I'm grateful.

Several of the non-open-source engines have graphical editors of one sort or another. I won't do that, but the idea is to have an automatic export from the gimp, that turns layers with systematic names into separate bitmaps of backgrounds, and each object (including both pickupables and eg. open door/closed door), and text files

This approach includes the languages:

* C, to make changes to the engine
* Lua, to program game logic (including ui, etc)
* Scheme, to script GIMP.

Hence my comments of all week "I didn't intend to learn lua this week, but that was nothing to my non intention of learning lisp this week, which was insignificant compared to my (now resumed) intention not to buy a house this week!" :)
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