Jibble

Author Topic: XAGE Development thread  (Read 1214 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:  http://clarvalon.blogspot.com/2019/08/last-furious.html - 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)

Re: XAGE Development thread
« Reply #4 on: 22 Sep 2019, 22:58 »
Bitbucket dropping mercurial support gave me the nudge I needed to move all my code repositories over to GitHub and, more importantly, presented an opportunity to rethink how everything was structured.  As part of this process I've been considering how best to package up the Editor in such a way that it's both easy to distribute and update.

The final release candidate for .NET Core 3 - the underlying tech which XAGE is built upon - is expected to go live tomorrow.  While there are still some issues around the new publish options I've had some success with trimming the DLLs to reduce the size, and creating a self-contained single executable:



Having uploaded a handful of prototype/showcase games there already, itch.io seemed the logical choice to host XAGE Editor itself.  The tools are great but the biggest selling point is the itch.io client's auto-update mechanism.  Users who prefer to update manually will also be able to do so.



Once things are a bit more stable I'll share a few pre-release keys with anyone interested in trying it out, before making it publicly available.  The plan is to have a handful of small sample games on GitHub that XAGE Editor will be able to download or clone, to make it easier for new users to jump right in and get a feel for the workflow.
XAGE - Cross-Platform Adventure Game Engine (alpha)

Re: XAGE Development thread
« Reply #5 on: 05 Nov 2019, 21:26 »
Development continues apace in all areas, with particular focus on improving the developer experience by tightening the change & test loop.  I detailed some of the more recent engine optimisations here:  http://clarvalon.blogspot.com/2019/11/putting-lipstick-on-sisyphus.html

Packaging games as single executable files is a nice novelty.

XAGE - Cross-Platform Adventure Game Engine (alpha)

Re: XAGE Development thread
« Reply #6 on: 05 Nov 2019, 22:03 »
Is XAGE available for download?

Re: XAGE Development thread
« Reply #7 on: 05 Nov 2019, 22:43 »
Not yet - I had initially planned to have three demo games available on github but I may rethink this to get something out sooner.  I'll update this thread when it's available.

A few evenings ago I spent an hour making a basic game from scratch for my kids.  I don't do these dogfooding exercises often enough as generally I'm focused on ports.  It exposed a few bugs and gaps that I need to address (e.g. creating default cursors, ensuring at least one room exists etc).  The editor UI gets the least amount of love so it needs a few rounds of polishing before I'd inflict it on anyone else  :)
XAGE - Cross-Platform Adventure Game Engine (alpha)

Re: XAGE Development thread
« Reply #8 on: 18 Nov 2019, 22:50 »
Getting started with XAGE in two minutes ... ish:

XAGE - Cross-Platform Adventure Game Engine (alpha)

Joseph DiPerla

  • Joseph DiPerla, Adventure Game Creator Wannabe!
    • I can help with backgrounds
    • I can help with characters
    • I can help with play testing
    • I can help with story design
    • I can help with translating
    • I can help with voice acting
    • I can help with web design
Re: XAGE Development thread
« Reply #9 on: 27 Nov 2019, 18:46 »
Will Xage port to mobile?
Joseph DiPerla--- http://www.adventurestockpile.com
Play my Star Wars MMORPG: http://sw-bfs.com
See my Fiverr page for translation and other services: https://www.fiverr.com/josephdiperla
Google Plus Adventure Community: https://plus.google.com/communities/116504865864458899575

Re: XAGE Development thread
« Reply #10 on: 02 Dec 2019, 17:22 »
Earlier versions of XAGE were built upon Monogame which supported Android (see Awakener).  However I've since switched to FNA, which does not yet officially support Android.  iOS should be fine and Mac should also be supported long term now FNA (as of yesterday) can use a Metal backend renderer.  Hoping to get my hands on some apple hardware in the new year to test it all out.

I've summarised current XAGE platform support here: https://clarvalon.com/documentation/supportedplatforms
XAGE - Cross-Platform Adventure Game Engine (alpha)