As I told in PMs to Alan and WyZ a month ago, I would like to provide any help with refactoring/fixing/anythingelse-ing engine and/or editor, if such help is needed.
WyZ said he will answer when there will be some certaincy in your plans... but a month is passed so I decided to just put this here.
I am quite good at C++ and, let's say, average or so in C# (did not have much practice).
You have two options:AGS implementation to ScummVM by fuzzie (Alyssa Millburn)
. Being part of ScummVM provides many advantages you can check yourself in ScummVM
site, but I suposse it can be explained by the developer herself. The main AGS code is now dual licensed to GPL and Artistic License 2.0, so maybe there would be code sharing between this codebase and a possible propietary framework (suitable for propietary platforms that forbid open source, stuff like Steam and such).
- There's JJS work on AGS. He's porting to other platforms. Currently there's PSP, Android and a WIP iOS port. He also worked cleaning the dust a bit and also adding compatibility to games using older AGS interpreter versions.
- There's some people looking and cleaning it seems. I'm too tired to investigate today, but I can explain it after wake up,
I hope there's a merge and collaboration of efforts soon. The engine should be extremely portable in my opinion, and the devkit quite a lot ported (separation of "compiler" and others from IDE would be ideal too, so maybe appear alternative IDEs and specially the ones for alternative platforms
This way it would maximize all the possibile popularity of this game engine. Easing to gamers (portability, a great repository listing games and giving a mobygames/metacritic-like voting system), easing to developers (maybe even IDEs to tablets too) This can improve both AGS and the game genre in popularity (and not just German devs, the return of Ron Gilbert and Tim Schaffer), in my opinion.