Author Topic: XAGE Development thread  (Read 102 times)

XAGE Development thread
« on: 09 Aug 2019, 22:49 »
Figured it was about time I started a thread about the general state and progress of my engine, XAGE.  It's been quietly in development for a long time now - much too long really - though a lot of ground has been covered in the last 18 months inparticular.  It's approaching a point where it may actually stop being vapourware and become a thing people can get their hands on.

Established general-purpose engines like Unity have proven C#'s suitability for certain types of games, and as a language it shares much in common already with AGS Script.  The aim of XAGE is to find a niche somewhere inbetween, using a lot of similar paradigms AGS does for creating adventure games (including the same script API), whilst also allowing developers to script and test and profile their game using the latest version of the cross-platform .NET Core framework within Visual Studio.  Somewhere there's a venn diagram of people with those two interests and hopefully the intersection isn't a picture with just my face on it.

As a recent test case, I ported AGS game Last & Furious over to XAGE.  This was a reasonably challenging port, with 21 modules of varying degrees of complexity, but this could be converted mostly automatically once I'd implemented all the necessary missing engine functionality.  I wrote a little about it here: - hopefully this showcases the current state of the engine.

XAGE - Cross-Platform Adventure Game Engine (alpha)

Re: XAGE Development thread
« Reply #1 on: 09 Aug 2019, 23:43 »
It's nice to hear that you were using GPU matrix rotation instead of software one for sprites. AGS is practically at the point when it may also allow add accelerated scaling and rotation to any game object or whole screen, if not for the dreaded software mode it would be mostly a question of writing an API. (edit: well, and doing click checking using matrix transformations)
« Last Edit: 10 Aug 2019, 00:59 by Crimson Wizard »

Monsieur OUXX

  • Mittens Half Initiate
    • I can help with proof reading
    • I can help with translating
    • I can help with voice acting
    • Monsieur OUXX worked on one or more games that won an AGS Award!
    • Monsieur OUXX worked on one or more games that was nominated for an AGS Award!
Re: XAGE Development thread
« Reply #2 on: 11 Aug 2019, 23:22 »
I would suggest releasing a few tutorials, maybe in the form of videos?

EDIT: Found it. The official website is very slick. But if I recall you wanted to sell licenses to your engine, am I correct?

I would like to try porting my game using the closed alpha. What says you?
« Last Edit: 11 Aug 2019, 23:26 by Monsieur OUXX »

Re: XAGE Development thread
« Reply #3 on: 11 Aug 2019, 23:27 »
Yep - I plan out putting together some documentation & tutorials when the tools are released.  There's some stuff on youtube already but it's pretty out of date.

Edit:  Just saw your edit :)  I'm in the middle of a commercial port at the moment (L&F was a palette cleanser) but the plan is to put the tools out once there's a commercial game in the wild, to prove the viability of the engine.  Hopefully by then all licensing will have been figured out.

RE: Website - thanks.  The search functionality isn't quite 100% yet as I built it myself (the site itself is hosted on bitbucket so is entirely static).  I should probably get a proper domain at some point.  I just really like being able to update it using standard version control software.
« Last Edit: 11 Aug 2019, 23:32 by Clarvalon »
XAGE - Cross-Platform Adventure Game Engine (alpha)