Adventure Game Studio

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Adventure Game Studio
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Adventure Game Studio Screenshot.png
The room editor in AGS v3.3.3
Developer(s)Chris Jones
Initial release1997; 25 years ago (1997)
Stable release
3.5.1.11 / September 21, 2021; 5 months ago (2021-09-21)
Preview release
3.6.0 Alpha 10 / September 13, 2021; 5 months ago (2021-09-13)
Repositorygithub.com/adventuregamestudio/ags
Written inC++, C, C#
Operating systemWindows
PlatformPersonal computer
Available inEnglish
TypeGame creation system
LicenseArtistic License version 2 (editor & runtime)
Websitewww.adventuregamestudio.co.uk

Adventure Game Studio (AGS) is an open source[1][2] development tool that is primarily used to create graphic adventure games.[3] It is aimed at intermediate-level game designers, and combines an Integrated development environment (IDE) for setting up most aspects of the game with a scripting language based on the C programming language to process the game logic.

History[]

Adventure Game Studio was created by British programmer Chris Jones.[3] AGS was originally released in 1997 as an MS-DOS program entitled "Adventure Creator".

Jones was inspired by the apparent simplicity of Sierra On-Line's adventure game interface, specifically as showcased in Space Quest IV: Roger Wilco and the Time Rippers.[4] The first version of Adventure Creator allowed users to create only low-resolution, keyboard-controlled games.

Initially only small tests and demo games were created with AGS, and most of the more ambitious projects were cancelled. As a result of the lack of completed games and engine features, the user base was small, but the community grew slowly. Game developers started requesting more features so that they could create more complex games. Gradually, as these requests were implemented, AGS became a more capable toolkit and it was finally possible to create high-quality games with it.

After a long period of slow activity, Lassi Quest was released as the first complete AGS game in late 1999. It was not until Ben Croshaw's Rob Blanc and Philip Reed's Larry Vales games had been released in 2000-2001 that the engine gained widespread popularity. There is now an active community containing thousands of members, and a large output of completed games of all sizes.

AGS itself continues to be added to and improved upon, with the release of version 3.0 in January 2008 including a complete rewrite of the editor using the .NET Framework and an update to the game engine to support 3D hardware acceleration.

On 26 October 2010, Chris Jones released the source code for the editor under the terms of the Artistic License, version 2.[5] On 27 April 2011, the runtime engine code was released under the same licence.[6]

In 2015, a small group of community developers keep maintaining and improving the engine and IDE, and started to implement cross-platform capabilities as well as support for more modern screen resolutions (4:3, 16:9 and custom high resolutions).[7]

Capabilities[]

The editor and runtime engine were originally designed for Windows operating systems; though the runtime engine has been ported to Android, iOS, Linux, Mac OS X and PSP[8] since the release of the source code. Prior to AGS 2.7, a DOS engine was also available; this has since been discontinued. It is not yet possible to run the editor to create games on operating systems other than Windows without an emulator or API wrapper such as Wine.[9]

AGS can create games with a graphical range from 256 colours and a resolution of 320×200, to truecolor games with any higher resolution supported by the player's graphic adapter and an alpha channel.

It also supports the following graphics filters: none, 2x nearest-neighbor, 3x nearest-neighbor, 4x nearest-neighbor, hq2x, hq3x.

The application supports the following multimedia formats: mod, S3M, wav, xm, MIDI, ogg, mp3, avi - version 2.61. Version 2.72 has support for IT and S3M.[10]

Community[]

The AGS community is based on the AGS Forum,[11] the AGS Internet Relay Chat channel[12] and Discord channel.[13] There are real-world meetings of the community each year, known as "Mittens".[14] There is also an ongoing blog[15] covering the latest goings-on in AGS development, games and community. The community runs several competitions to create games, art, writing and music.

AGS Awards[]

The AGS Awards were founded in 2001 and are awarded annually to the best indie point-and-click adventure games of the year. Categories for the awards may vary year from year but overall include Best Game, Best Writing, Best Animation, Best Voice Acting, Best Puzzles, Best Background Art, Best Gameplay and Best Music. The AGS Awards are an important barometer for indie adventure games, serving as a springboard for new talent. Some winners have become immensely popular and commercially successful.[16][17][18]

Reception and usage[]

Games based on AGS[]

Thousands of games have been produced using AGS,[19][20] some of them being of professional quality, such as professional games like the ones mentioned below. There are several non-professional yet full-length acclaimed games such as Heroine's Quest.

Wadjet Eye Games is an indie game developer that has created most of its commercial titles using AGS, such as the Blackwell series of games. They also publish AGS games by other developers, such as Primordia by Wormwood Studios, Resonance by XII Games, and Gemini Rue by Joshua Nuernberger.[21]

Development teams AGD Interactive and Infamous Adventures have remade and updated King's Quest and other Sierra releases. have done the same with LucasArts adventure games.[22]

See also[]

  • Games created using AGS

References[]

  1. ^ "Whoa, Adventure Game Studio went open source". Jake Rodkin. 2011-04-29. Retrieved 2013-12-31.
  2. ^ "Adventure Game Studio – now open source (again)!". Skygoblin. 2011-07-08. Archived from the original on 2011-09-08. Retrieved 2013-12-31.
  3. ^ a b "Exploring The Studious World Of Adventure Game Studio". Rock, Paper, Shotgun. 2012-04-03. Retrieved 2013-12-24.
  4. ^ "Interviews: Chris Jones". Adventure-Treff.de. Retrieved 2018-11-02.
  5. ^ AGS Editor Source Code Release AGS Forums, October 26, 2010
  6. ^ Initial AGS Engine Source Code release AGS Forums, April 27, 2011
  7. ^ changes.txt ags on github.com (2015)
  8. ^ "AGS GitHub repository". github.com. 2012-06-09. Retrieved 2012-07-06.
  9. ^ "AGS wiki: GNU/Linux". www.adventuregamestudio.co.uk. 2010-03-02. Retrieved 2012-04-23.
  10. ^ AGS v2.7 Refresh 2 now released AGS Forums, May 2, 2005
  11. ^ "AGS Forums - Index". Adventuregamestudio.co.uk. Retrieved 2012-05-27.
  12. ^ [1]
  13. ^ "AGS Discord channel".
  14. ^ AGS Wiki
  15. ^ "The AGS blog". Ags-ssh.blogspot.com. Retrieved 2012-05-27.
  16. ^ RockPaperShotgun.com about The AGS Awards
  17. ^ The 2012 AGS Awards by www.indiegames.com
  18. ^ Destructiod.com about AGS Award winning games April 29, 2011
  19. ^ Adventure Game Studio full game list on uvlist.net
  20. ^ "Games made by AGS". Archived from the original on 2011-04-21. Retrieved 2021-04-01.
  21. ^ "Adventure Game Studio". Adventure Game Studio. Retrieved 2012-05-27.
  22. ^ "Fans Present Maniac Mansion Remake". The International House of Mojo.

External links[]

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