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Community => Adventure Related Talk & Chat => Topic started by: StillInThe90s on Sun 09/10/2016 13:25:27

Title: 'Escoria', Godot Engine's official point & click framework
Post by: StillInThe90s on Sun 09/10/2016 13:25:27
Has anyone tried out Escoria, Godot Engine's point & click framework (https://godotengine.org/article/our-point-click-framework-finally-out)?
Thoughts?
Title: Re: 'Escoria', Godot Engine's official point & click framework
Post by: Sslaxx on Sun 09/10/2016 21:46:28
The bare-bones example it comes with is... rough. And buggy, very buggy, from my limited experimentation with it (using the alpha of Godot). Not sure how much of Escoria's internals have been fixed up for Godot 2.x's changes from the 1.x Dog used, but I have a feeling only the absolute bare minimum. If you want to get it usable, you'll have to put in a lot of work. And with Godot 3.x due some time in the next 9-12 months or so, you may need to make even bigger changes to its codebase.

I'm not sure how it compares with the P&C stuff people are already doing with Godot, but Problem - https://twitter.com/ProbDenis/ - is working with his own Godot framework, so he might be a good one to ask.
Title: Re: 'Escoria', Godot Engine's official point & click framework
Post by: Problem on Sun 09/10/2016 23:14:32
I'm going to try it out soon. But it's unlikely that I will use Escoria, since my own framework is pretty much feature-complete now (as in: everything to make a full adventure game), and I'm currently testing and debugging it with Dropped Monocle Games. So this may come a little too late for me, but of course I'm curious to see how they have implemented certain features.
Title: Re: 'Escoria', Godot Engine's official point & click framework
Post by: StillInThe90s on Mon 10/10/2016 15:50:58
Quote from: Problem on Sun 09/10/2016 23:14:32
I'm going to try it out soon. But it's unlikely that I will use Escoria, since my own framework is pretty much feature-complete now (as in: everything to make a full adventure game), and I'm currently testing and debugging it with Dropped Monocle Games. So this may come a little too late for me, but of course I'm curious to see how they have implemented certain features.
I'm at pretty much the same point with my own framework (apart from testing with Dropped Monocle, obviously). Their save game system sounded pretty solid in theory, so I figured it would be worth investigating, especially since mine is a bit clunky. But I suppose clunky is better than buggy...
Title: Escoria, point n'click framework for the Godot Engine
Post by: Monsieur OUXX on Mon 20/03/2017 17:04:49
Something free and powerful added on top of something else also free and powerful. What more should you ask for?

https://godotengine.org/article/our-point-click-framework-finally-out

Sharing the news because it's interesting for every point n'click enthusiast

[Merged with previous thread. â€"Moderator]
Title: Re: Escoria, point n'click framework for the Godot Engine
Post by: Crimson Wizard on Mon 20/03/2017 18:14:04
http://www.adventuregamestudio.co.uk/forums/index.php?topic=54025.0
:tongue:
Title: Re: Escoria, point n'click framework for the Godot Engine
Post by: Monsieur OUXX on Tue 21/03/2017 10:00:00
My bad. I saw that post but didn't read through at the time, I thought it was about something proprietary
Title: Re: 'Escoria', Godot Engine's official point & click framework
Post by: [delete} on Sat 25/03/2017 01:26:46
Will 'Indiana Jones and the Seven Cities of Gold'-demo be fueled on a different engine?