Is AGS the Right Tool for the Job?

Started by CMattAyers, Wed 25/08/2010 14:26:06

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CMattAyers

Hi everyone, I just got this idea a few hours ago but I'm wanting to try it. About 10 years ago I created a board game that combines strategy with card battles. The game centers around giant monster battles in cities ala Godzilla and such, with semi-interactive environments (being able to destroy buildings, and some monsters can swim or fly, etc.). You move your pawn around the board and attack by rolling a die and using the corresponding special moves on the cards.

I know AGS is not the "best" tool for a game of this sort, but would it be possible to make it reasonably well using AGS?

Wonkyth

I think AGS would be ideal.
While it's a little more abstract than your standard adventure game, the simplicity of setting up non-intensive games is one of the things AGS excels at.
"But with a ninja on your face, you live longer!"

GarageGothic

As you say AGS probably isn't the "best" tool (not that I could tell you what *would* be), on the other hand  there's no limitations in AGS preventing you from implementing the idea you outline. It will take a lot of quite complex scripting however, though the scripting language is pretty well documented compared to a lot of other engines. You don't say if you have any programming experience, but if not expect to spend at least half a year learning the engine before being able to get into development proper.

bicilotti

Quote from: GarageGothic on Wed 25/08/2010 15:07:22
You don't say if you have any programming experience, but if not expect to spend at least half a year learning the engine before being able to get into development proper.

I agree with what you've said GarageGothic, but I feel a smart and methodic fellow can learn the engine in one month or slightly more.

CMattAyers

I certainly don't have much programming knowledge, but I do plan on trying to collaborate with someone to make simple sprites for all the characters, as well as someone to compose music for the game. It would be nice to maybe collaborate with someone to assist in the actual scripting, but then I'm not really learning anything. The collaborating will lighten the load of the other parts of the game at least.

I documented the rules to this game pretty thoroughly so there's that done. Are there any limitations or major workarounds I will have to deal with in order to use AGS for this project rather than another software?

bicilotti

[link=topic=41685.msg551818#msg551818 date=1282765839]
I documented the rules to this game pretty thoroughly so there's that done. Are there any limitations or major workarounds I will have to deal with in order to use AGS for this project rather than another software?
[/quote]

Rest assured, AGS can do that easily.

Charity

This sounds like a game that could end up having a lot of objects on screen at one time.  AGS is limited to I think 50 "characters" active at a time, and 40 "objects" per room/scene.  I forget what the limitations are for the GUIs.  Anyway, depending on how you choose to represent the cards, units, buildings, terrain, et cetera, and how many you plan to represent at a time, you may have to script one form of workaround or another to get around the built in limits.  Shouldn't stop you from proceeding, though

Technocrat

Heck, if I can build an Advance Wars knock-off in AGS, I think your game would be doable!

TerranRich

I had started doing an AGS-opoly (Monopoly clone) board game for AGS some time ago. It's definitely doable. I was even working on an Uno clone called OhNo! so that's possible as well.
Status: Trying to come up with some ideas...

Wonkyth

While on the topic of random game clones for AGS, I'm sorta working on a Mario Party clone for AGS, with a level editor for creating various AGS game themed boards.
"But with a ninja on your face, you live longer!"

discordance

I'm making a fallout 3 clone in AGS. I also plan to use it to write my own operating system, called AGOS.

Anian

Quote from: discordance on Sat 28/08/2010 21:09:37
I'm making a fallout 3 clone in AGS. I also plan to use it to write my own operating system, called AGOS.
Your gonna have to write your own shader for normal maps though.
I don't want the world, I just want your half

discordance

It's the physics engine that's really giving me trouble.

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