Tuesday, April 29, 2008

Multiverse Works Adventure Engine

Currently I'm working on an engine to create both point & click adventures as well as parser-driven adventures, kind of like the SCI (Sierra's Creative Interpreter). It should even be possible to combine both, allowing for more flexible games.

But why should I ever do that? There are already a lot of adventure game engines, why create a new one? Well, the answer is really simple.

Creating my own engine allows me to add stuff that other engines can't. But, more importantly, this also allows others to add the things they want. With this engine, I'm planning on releasing its source code itself as well, allowing people to improve on it, or port the interpreter to other systems.

I'm planning on doing this in several stages, each with its own interpreter. This means that there will be multiple versions existing next to each other. If there's a new functionality, it will be applied to that version. If there's a change in mechanics, there will be a new version made.

I already have an idea of how to do this, I made a start for the data structures, so you might see something soon.

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