Theo has definitely mentioned the biggest difference in the workflow. During development, Gobby reads files directly from disk and our assets are referenced by their filename. This means that launching the game during development doesn't take noticeably longer than switching rooms in runtime. Also, we use virtual coordinates for everything which allows us to resample textures as we see fit as well as run the exact same room configurations on all screen sizes and devices.
We use a language called Angelscript (http://www.angelcode.com/angelscript/) for game logic. So far we've had very good experiences with it and I'm quite impressed by how easy it usually is to map C/C++ functions and objects to the scripting language (I wholeheartedly recommend it). Though we do almost everything from Angelscript, we write anything that's performance sensitive in C/C++. Since we iteratively create the engine and implement our scripts in parallell, the "engine" as a whole isn't really feature complete in a general sense and is more of a framework specifically tailored to the needs of The Journey Down. For instance, the Gobby editor is far from having the kick-ass "save-game-to-exe" feature found in AGS and creating a game requires that native code is written and compiled which uses Gobby as a library. All platforms require some C/C++, Android requires some extra Java to wrap the native code and iOS requires some Objective C for setup.
We use a language called Angelscript (http://www.angelcode.com/angelscript/) for game logic. So far we've had very good experiences with it and I'm quite impressed by how easy it usually is to map C/C++ functions and objects to the scripting language (I wholeheartedly recommend it). Though we do almost everything from Angelscript, we write anything that's performance sensitive in C/C++. Since we iteratively create the engine and implement our scripts in parallell, the "engine" as a whole isn't really feature complete in a general sense and is more of a framework specifically tailored to the needs of The Journey Down. For instance, the Gobby editor is far from having the kick-ass "save-game-to-exe" feature found in AGS and creating a game requires that native code is written and compiled which uses Gobby as a library. All platforms require some C/C++, Android requires some extra Java to wrap the native code and iOS requires some Objective C for setup.