• Completely redesigned Windows-based IDE for creating your games as quickly and easily as possible. For screenshots of the IDE, have a quick browse of the beginners' tutorial
    The IDE includes source control integration with popular tools like Sourcesafe and Perforce.
  • The Windows game engine has a hardware accelerated Direct3D graphics driver, giving extra performance for graphically-intensive games. The software graphics driver is still supported too, for running on older systems.
    Graphics filters allow you to easily scale up low-res games to run on modern systems.
  • Native Windows, Linux (x86) and Mac (currently in beta) versions of the game engine, to maximise the number of people who can play your game.
  • Powerful yet simple Java/C#-style scripting language for scripting your game. Set up the game basics with point-and-click in the editor, and then script how the game deals with various events and inputs.Autocompletefunction calltips and on-line help are all available when editing scripts.
  • The IDE has an integrated debugger to allow you to step through your script and easily trace down the source of errors.
  • In the graphics arena, choose from 256-colour16-bit colour and 32-bit colour - either go for that retro feel, or enjoy the benefits of no palette! It's up to you. Alpha-blended sprites are supported in 32-bit colour games.
  • Screen resolutions of 320x200320x240640x400640x480800x600 and 1024x768 are supported. Your game can be run full-screen or in a window.
  • For sound and music, you can use OGGMP3WAVMODXM and MIDI files. Ambient location-dependant sounds, automatic footstep sounds, multiple sound channels and crossfading between music tracks are supported too.
  • Play cutscene videos using OGG Theora or standard Windows files such as AVI and WMV.
  • Easily create talkie games if you like - speech is compiled into a single data file, which you can distribute as an optional download.
  • Easy inventory management - just define all the items in the editor, then use simple Give and Lose commands during the game.
  • Almost everything is customizable, from the GUI you use to the mouse cursor graphics. Standard Sierra and Verb Coin templates are supplied, but user-made templates of other GUIs can be downloaded.
  • Create non-player characters roaming your world - they each have their own inventory and can be smoothly scaled and lit in different areas. 2, 4 and 8-directional walking animations are supported.
    Multiple player characters, such as in Maniac Mansion and Day of the Tentacle, are possible too.
  • Scrolling rooms are supported by simply importing an image larger than the screen resolution.
  • Lucasarts-style conversation system should you want to use it.
  • Translations of your game to other languages are easy to make, and can be distributed seperately as add-on packs.
  • Plugin system which allows more advanced developers to add extra functionality to AGS.
  • Compile your game into a single EXE file for distribution. Digital music and voice samples can also be compiled into seperate files to allow for optional downloads. You can of course set a custom icon for the produced EXE file.
  • The game script is compiled to byte-code when you save the game, to maximise the speed of the engine.
  • All the standard things you would expect, such as game Save and Load features, automatic pathfinding, sprite mirroring, walk-behinds, hotspots, objects, cutscenes, animations, timers, and so forth.
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Blog RSS Feed Report abuse Latest News: Maps and Subways

About Dustbowl - A Wasteland Adventure with 0 comments by PixelIncognito on Oct 23rd, 2014

Well it's another fine day in the baked wastes, I've been abit late with this week's update due to enjoying a lovely holiday with the family but we're but Atavismus and I have both been working very hard. Armour is now working and helmet functions are now going in, most boost the protection of the player's head location but others offer special effects which you'll learn about later :D

I've been adding sounds here and there but spending most of my time making new art for the future locations and the surface map which the player will traverse to reach various locations. That has changed quite dramatically I may add.

Below was the original idea for the map (it's rough but was only an initial idea); the surface map's original functionality was to be like that of the original Fallout: the player is presented with 100 square miles of tundra with various locations that become available as the player unlocks them through story and quests. This would work fine but the world felt small and it would never have the level of exploration that I really wanted for the game. I want the player to be heading into the unknown entering little crops of buildings and looting tins of beans and dog food to survive, at the map's current scale and size it just wasn't going to be possible.

(Original Map design)

The surface map has changed alot, you're much closer in and as you explore the screen scrolls with you making it feel like a much larger and endless space, you also have a small animated character sprite that represents your location as you travel. There will be lots of small buildings, from farmsteads and barns to roadside motels and drive-ins for the player to explore and most of these smaller locations will be randomly generated rooms and loot items (this system is currently in too!). I'm really excited with this new way of doing things and will make a huge difference to gameplay. When you gain surface missions you'll be given GPS coordinates and this will point you in the right direction, while other mission locations maybe more vague - so get your exploring hat on!

(Missing UI, but a great start)

As always I've been working on some of the main location art for example the subway which is the first place the player will have to explore and I'd like to show you some of the these rooms to highlight that not every environment the player will come across is a square boring looking Spy Vs Spy room :)

(Subway platform)

(Inside the subway car)

I don't really want to show off too much of the later areas as it will spoil some of the surprise but the idea is that most of the signature areas the player must visit through the story will look quite different and have some interesting rooms to explore and do battle in :) Well this was the Sunday update on Thursday! We're aiming to get a closed demo made for next Friday to show off to family but this time next month we should really have a huge chunk of game ready for people to play and test - If your interested in this then please head over to the forum and start commenting, also please follow us here on IndieDB, it means alot and we'll be selecting demo testers from this list :) I hope you have enjoyed what you've seen so far we're both working very hard and we appreciate all the support.


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Post comment Comments  (10 - 12 of 12)
DJ_Link Jun 22 2010, 6:39pm says:

Adventure Game Studio is from 2dboy????

+2 votes     reply to comment
s_d Aug 24 2012, 11:29pm replied:

Nope. It's written by Chris Jones of the UK, who also runs "Adventure Game Studio" the company (promoting and maintaining the engine on his own time) as well as taking a leading role in running the AGS community as benevolent dictator. 2dboy has nothing to with it (WoG doesn't use AGS, in case it wasn't obvious!).

+2 votes     reply to comment
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