Plus AGS is slower on older systems (and i'm talking like pII 400 mhz 4 meg video), i've yet to test wme on that (with non-acceled mode). I think that's one of WME's strong points, if you don't have 3d hardware you can go with the non-acceled mode.
Plus there's AGAST, which seems to be really good, but I personally have some issues with it, which is why i'm not using it. First thing is the author of the scripting language for AGAST is very arrogant (these kinds of people turn me off to anything). But the main reason i'm not using it, is that it requires fmod to be registered if I plan to sell it and/or use sound and music. Plus I beleive it's all software and it's only 640x480x32bit (well i think it defaults to 16 bit if the user doesn't have 32bit). It's also probably the most complicated in terms of it's scripting language, and there's absolutely no editors for it (other then setting up a text editor to write thep rograms with).
And now we come to SLUDGE. It too is a script only system (although they have a few editors in the dev kit). The problem it has is that it uses fmod but then the guy didn't register it or get a resale license. He's got it set up so that the "engine" is free which means technically fmod should be free. But then he still sells the dev kit. I talked to the guy at fmod and he said that if you wanted to sell a game with
SLUDGE you would still have to register fmod, so with that legal gray area I decided i'd probably not use it.
So there's my 2c. Oh yeah AGAST required you pay them a little bit from each commercial product you sell. I don't have much problem paying for stuff, but i wasn't about to pay for an external sound library for an adventure system because it's not a real development enviroment. I'd rather pay the creator of an engine some money, then have to pay for some external stuff as well. Also fmod is not in my price range, it's like 250 for shareware games, and i don't really have that.
If WME turns out that i have to pay too much then i'll probably just prototype my game in it and figure out how to build my own system. (and yes i'm planning on selling my game(s))
Keith aka Uhfgood
uhfgood@uhfgames.comhttp://www.uhfgames.com