[Scummvm-devel] Out of This World / Another World?

Pawel Kolodziejski pablo at omega.xtr.net.pl
Wed May 5 13:52:08 CEST 2004


Reasons for AWE become part of scummvm:

* don't need create severals platforms/systems ports for engine,
* don't need write new osystem,
- generaly no osystem changes is needed, possible only some optionaly
extends like
primitive drawing for better looking gfx,
- (multiple sound freq. requirements needed by engine) it's allready
supported by
scummvm mixer,
- (possible that scalers don't are efficient in vector gfx, but RAW engine
have it
allready),
- we could use share code for sounds and music (if mod. files are used for
game, that
code would be usefull for amiga version of simon)
* there is allready many hands for test and helps with work,
* it's a little risk to be abonded comparing to one person project,
* it's very nice game (many good opinions),
* it's smaller engine code that rest all scummvm engines, increasing size
is very minimal,
* it use the same code format convention, types, and code primitives,
* it use striped framework of scummvm osystem and it will become easy to
integrate into current scummvm code,
* there is no objections by our current project leaders for prevent adding
engine,
* no typical point and click adventure ? why not ?.... FT game is also
action - adventure game. (btw. many adventures games are have more
puzzle then adventures elements). There is no directive to keep one line
of type games.
Endy, please comment on this...,
* RAW engine doesn't have open publicaly project (that is only option for now
depend on if anyone want work on it),
* I want play on my ipaq soon,
* it was in my plans work on AW engine and i did some RE work on it,
before RAW become publicaly. it would be added sooner or later,
* I'm very happy that AW engine become part of scummvm and i'm very fan
of this game,
* I don't force anyone to work on the engine. If you don't like it, just
don't
play it or work on it.

Pawel





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