Wintermute Engine Forum

Wintermute Engine => Technical forum => Topic started by: x0z on January 21, 2003, 02:32:45 PM

Title: Scripting...
Post by: x0z on January 21, 2003, 02:32:45 PM
Is it possible to make games with WinterMute without special programming/scripting skills...?

I am just a newbie... ;D
Title: Re:Scripting...
Post by: Mnemonic on January 21, 2003, 03:17:36 PM
I'm afraid you'll need some scripting skills to develop in WME. Although the tools will prepare a framework for your conveninece, you'll still need to program the specific behavior of your game.
Title: Re:Scripting...
Post by: x0z on January 22, 2003, 06:31:13 PM
Ok... Thanks...

Is there any help-manual to WME...
I think i have to learn some programming... ;D
Title: Re:Scripting...
Post by: x0z on January 22, 2003, 06:38:43 PM
Mnemonic,

Have you tried AGS? How much harder WME is to use?
Title: Re:Scripting...
Post by: Mnemonic on January 23, 2003, 09:02:40 AM
I have only seen AGS very briefly, but as far as I know you can build a game with AGS without any scripting at all. That's not the case of WME.

As for the supporting tools, it's hard to say, because the two systems are IMHO very different in the design philosophy. Well... I think some AGS user should answer this question ;)
Title: Re:Scripting...
Post by: x0z on January 24, 2003, 07:19:30 PM
Ok...

Thanks... I will try WME
Title: Re:Scripting...
Post by: Scarpia on February 20, 2003, 07:08:00 PM
Hey..


I'm actually pretty new to AGS (Adventure Game Studio, for those who don't know, take a look at www.agsforums.com), but I have been trying it out for a while now, and I must agree with Mnemonic that the two engines are very different.

I wouldn't say you could make a game in AGS without any scripting. The scripting language is however a very cute and simple one, so I guess that's a plus. However, Chris Jones who is the maker of AGS, has cut a few corners when it comes to usability: there is no "new room"-feature, and you can quite easily overwrite your rooms by mistake. When creating a "blank" game in AGS, the engine by default adds a bundle of default sprites (horrible ones, too), as well as a default character, etc., all of which can't be deleted. The reason is so newbies don't accidentally mess up their game beyond repair, but to me, it is merely a source of frustration. Still, if you can live with those little quirks, AGS is an easy tool for creating point-and-click adventures.

The most important difference between AGS and WME, I think, is the design, and the 3d capabilities of WME. If you want to create point-and-click adventures with the retro look and feel of Monkey Island I & II, or text parser based systems like Leisure Suit Larry I, AGS already has the corresponding GUI's. There is something to be said for that.


With that said, I still like WME better after only seeing 5 minutes worth of it, and I'm a HUGE Monkey Island fan. But that WME interface is just SOOO beautiful! Great Job Mnemonic!


Scarpia