How easy is it to collaborate on game with this software?

Started by , Thu 12/04/2012 23:03:02

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Robert

What's the best way to collaborate using AGS? Would it be constantly sending the project file back and too? Or is there other more efficient way?

Khris

Afaik, teams usually declare one guy who does all the AGSEditor work, yes.

This might help: http://www.adventuregamestudio.co.uk/manual/SourceControl.htm

monkey0506

The current source control that the editor supports is somewhat limited, but it could be replaced by any versioning system via an editor plugin.

People like Dave Gilbert use versioning on the entire AGS project directory, which isn't nearly as useful as built-in support, but there hasn't been staggeringly high demand. Typically the individual team members send their resources (sprites, music, voice files, etc.) to the person who throws it all into AGS. Collaboration isn't difficult, but you definitely need some idea of what's involved (says the guy who's only ever worked on two very small projects, but now realizes how "small" small isn't ;)).

chucklas

So long as everyone knows who is working on what, you can work simultaneously.  Some advice I would give is to reference rooms with global variables, use names to reference views...etc.  This can help prevent issues with numbering for views and such.  I would also recommend you have someone who integrates other peoples work into the master build and constantly updates the source people are using.  It adds work to do it, and if you aren't organized it could slow production.

pcj

Versioning the entire AGS directory works, but there are bugs, which can be worked around, mostly.
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Dave Gilbert

We use a subversion network (SVN) to collaborate on our projects. It can get a bit complicated, though. Only one person can work on the editor at one time. Several people can work on scripts (asc/ash files) but they have to remember to ONLY commit those asc files and nothing else.

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