This is awesome.

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote from: Mouth for war on Sat 08/03/2014 20:24:18No life-threatening or illegal stuff? Pff, count me out.
There will be no stupid dares where a person could get hurt or any illegal dares of course...
Quote from: Snarky on Sat 08/03/2014 21:27:11Yeah, but I have to reiterate my question: how many of those feature requests are actually minor fixes that don't require such huge long-term reworking that is ultimately equivalent to a full rewrite? That can actually be reasonably done iteratively without major headache over trying to keep it all functional midway somehow and dodging all the nightmarish bugs arising from the process of such transition? E.g. you make "script language improvements" sound like just another relatively painless and trivial task that can be tackled in baby steps. Does AGS actually allow for that?
How about people who like the basic way in which AGS lets you make adventure games, but don't like all the limitations of the current version in terms of platform support, relying on DirectDraw and old Direct3D, shortcomings in the scripting language, and all the other things people have been asking for and complaining about for years?
You're confusing yourself over two different things. One is where we want AGS to get to, in terms of architecture, design and functionality. The other is how to get there (by gradually rewriting and refactoring the current code, or starting from scratch). We've been over the arguments about the second point (where the idea is certainly not to add "another half-arsed hack", but rather to start fixing the hacks that are currently in there), but CW argued that we first need to decide these other things. Therefore, I was giving my two cents on what the "ideal AGS 4.0" should be like.
Quote from: Snarky on Sat 08/03/2014 21:27:11Even though clearly sarcastic, that's a perfectly valid question. I'm guessing the primary reasons would be that it's still entirely possible that none of the alternative solutions will appear and the AGS community may end up with nothing. And the fully understandable desire to have a "community engine" that is authored, owned, controlled etc by the community. And so, I wasn't arguing towards cancelling the idea entirely, but rather considering the circumstances of its execution. Which I think is a valuable perspective.
I find this prospect profoundly un-scary. Indeed, a future where people have all these great engines to choose from sounds great. But if this future is so certain, why bother with this at all? Why not just sit back and wait for a better engine to come along?
Quote from: Snarky on Sat 08/03/2014 21:27:11Please don't get me wrong, I don't have any petty stake in this. Indeed, I already almost have the engine of my dreams and I don't particularly care about AGS. Furthermore, I'd like to share my engine eventually because why not, but it was never a priority, never will be and I still don't care about its adoption by a wider userbase. What I care about here is AGSers and I speak purely out of concern for them. I really like the community, I consider myself a part of it and so I suggest what I think are reasonable arguments to consider, that's all.
And if you don't think AGS is usable as a starting point for a good, competitive modern adventure game studio/engine (even if the actual code is rewritten), why even care about it? Complete that devkit and you have the engine of your dreams, right?
Quote from: Crimson Wizard on Sat 08/03/2014 14:50:05Ironically enough, I get the feeling none of these questions are really answered by the proponents of maintaining the existing AGS codebase even though they seem to want to target somebody who they'd call "the existing AGS userbase". Like, I genuinely don't understand what is the intended audience of this endeavour would be. People who want to do what exactly? What I'm getting at is... people who are content with all the fundamental AGS limitations, already have AGS. People who aren't however, wouldn't really be happy with another half-arsed hack added to the existing pile of hacks and probably would prefer some proper features properly implemented. Are there really that many minor flaws in AGS that can be just fixed? Like, genuinely minor, as in not actually stemming from major mistakes in its design and implementation? Because I honestly don't know and it certainly doesn't seem that way to me. For instance, the list of "improvements" Snarky posted a few posts above clearly implies pretty much a complete (like >90%) rewrite of everything.
- What kind of system/engine do you want to get done?
- What kind of users is it aimed for?
- What kind of general features should it have?
- Do you want it to be extensible, and which way?
Quote from: Snarky on Sat 08/03/2014 20:08:56If you're afraid that the relevant people voicing opinions on how they want adventure game development to be structured may turn out to clash with what AGS does now, then yes, it's an actual problem admitted by your own implication, surely?
This sounds a bit like reinventing the wheel to me. Are these actual problems people have with AGS the way it is now? If not, why mess with it?
Quote from: Gribbler on Thu 06/03/2014 18:57:10
The game's title is also the name of the girl.
By continuing to use this site you agree to the use of cookies. Please visit this page to see exactly how we use these.
Page created in 0.153 seconds with 14 queries.