Open neuromancer opened 5 years ago
Actually, it won't accelerate the development, because the engine is really different from SCUMM, the actors, objects, rooms, dialogs, threads, scripts, it's all different. The only benefits are load/save dialog, video filters and the supported platforms. I think it will slow down the development, with my own engine, I have no limitation or restriction. What I propose is if one day this project is able to run the game correctly and become stable, than why not to integrate it to SCUMMVM if the owners agree.
Hello from ScummVM!
You're correct that the SCUMM engine is very different from this, but ScummVM provides you everything you need to run your own Engine, while providing you with common functionality around decompression, math, rendering, audio, etc.
You still need to implement your own game-engine specific logic like reading file formats, running game scripts, loading rooms, actors, etc. But it does save you from a lot of boilerplate code just to get those running.
I realize this thread is a year old and by now by now you've spent a lot of time to re-implement those, but don't let that discourage you from taking another look at what ScummVM.
I'm sure ScummVM have a lot of rules that I don't respect today, so I prefer to postpone this work later, I don't know if you allow C++17 and third-party libraries that I use today. I'm huge fan of ScummVM, I will take a look later, maybe when the project will be stable enough to be integrated to ScummVM. If someone else is interested to do it right now, I'm OK with that. Thank you for your post @Mataniko
I know this implementation of the experimental game engine is still a work in progress, but I'm wondering if it does make sense to try to re-use the SCUMMVM implementation of common point-and-click game elements (actor, dialogs, etc) to accelerate the development progress.