Hi folks,
So AGS used to be the brain child of Chris Jones, and I had already been a lurker at that time, thinking “Well I certainly don't have the time to make small adventure games right now, but there'll come the time when this will change, and then I will probably want to do them with this tool.â€
And when I returned after many years, “suddenly†the project has turned open source, and there was a crew diligently coding away at the studio software, with a small hard core seemingly having done this for around
ten years. I mean the crew that programs the system, not the crew that programs adventures using the system.
So how did this transition come to be? What made you take up such a colossal task of tending to about 200'000 lines of code in more than 2'000 files?
- Were you friends of Chris' at the time?
- Did someone rope you in?
- Were you fascinated at some aspect of the code?
Are there some annals somewhere where an “AGS historian†explains how AGS came to be? I'd be very interested to read them. ;-D
So, what drew you into the project at first? Something you urgently wanted to have fixed/improved?