Adventure Game Studio: Difference between revisions

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==History==
==History==
[[image:Roomake_114.gif|thumb|right|320px|[[RoomMake]], the editor for Adventure Creator]]
[[image:Roomake_114.gif|thumb|right|320px|[[RoomMake]], the editor for Adventure Creator]]
'''Adventure Game Studio''' was created by English programmer [[Chris Jones]]. AGS was originally written and released in 1997 as an MS-DOS program entitled "[[Adventure Creator]]". Jones rewrote the program during the summer of 1999, and released the new version in September of that year under the name "Adventure Game Studio."
'''Adventure Game Studio''' was created by English programmer [[Chris Jones]]. AGS was originally written and released in 1997 as an {{Wikipedia|MS-DOS}} program entitled "[[Adventure Creator]]". Jones rewrote the program during the summer of 1999, and released the new version in September of that year under the name "Adventure Game Studio."


Jones was inspired by the apparent simplicity of Sierra On-Line's adventure game interface, specifically as showcased in Space Quest IV: Roger Wilco and the Time Rippers. The first version of Adventure Creator allowed users to create only low-res, keyboard controlled games.
Jones was inspired by the apparent simplicity of Sierra On-Line's adventure game interface, specifically as showcased in Space Quest IV: Roger Wilco and the Time Rippers. The first version of Adventure Creator allowed users to create only low-res, keyboard controlled games.
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Initially, users created only small tests or demo games, most of the "more ambitious" projects soon ceased to exist. As a result of lack of completed games and advertising, the user base was quite small, yet the community grew slowly. Game developers soon requested more features so that they could create more complex games. One thing they asked for was higher resolution, and in January 1999, AC 1.1 added SVGA image support. They asked for character scaling, which was added in September of that same year.
Initially, users created only small tests or demo games, most of the "more ambitious" projects soon ceased to exist. As a result of lack of completed games and advertising, the user base was quite small, yet the community grew slowly. Game developers soon requested more features so that they could create more complex games. One thing they asked for was higher resolution, and in January 1999, AC 1.1 added SVGA image support. They asked for character scaling, which was added in September of that same year.


After a long period of slow activity, the first complete game, Lassi Quest was born, but it's not until later, after Larry Vales and Rob Blanc had been released, that the engine became popular.
After a long period of slow activity, the first complete game, [[Lassi Quest]], was born, but it's not until later, after [[Larry Vales]] and [[Rob Blanc]] had been released, that the engine became popular.


As time passes, there is now an active community containing members of thousands, which continues to grow, and produce more and more games, which range from short and sweet games like the early games, to large full scale games like Pleurghburg.
As time passes, there is now an active community containing members of thousands, which continues to grow, and produce more and more games, which range from short and sweet games like the early games, to large full scale games like [[Plurghburg: Dark Ages]].


The Engine continues to be added to and improved upon, with several new releases published over the course of a year.
The Engine continues to be added to and improved upon, with several new releases published over the course of a year.
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