[Scummvm-devel] FreeDink/Dink Smallwood in ScummVM?

Beuc beuc at beuc.net
Wed Jun 11 23:44:45 CEST 2014


Hi,

On Tue, Jun 10, 2014 at 12:59:41AM +0300, Eugene Sandulenko wrote:
> On 9 June 2014 21:14, Beuc <beuc at beuc.net> wrote:
> 
> > I realized that most of these challenges are shared by ScummVM, so it
> > could be mutually beneficial to make FreeDink an engine for ScummVM :)
> >
> > The pros are all the shared infrastructure and developer's expertise.
> > Possibly new challenges include handling a keyboard-based gameplay,
> > gettext translations, installing lots of game extensions and running
> > the game editor somehow.
> >
> > I'm interested in your thoughts on this - is this worth a try?
> >
> 
> Well, if there exist pure adventures, or at least games where RPG is not a
> central part, we can justify the inclusion. But even when they do not
> exist, these days we have means of conveniently keeping engines out of the
> tree in an independent fashion without any hassle.
> 
> And after all we may consider giving life to RogueVM after all...

Paul, Eugene, thanks for your kind answers.

There are a few D-Mods (Dink modules) that do not involve fighting,
http://www.dinknetwork.com/file/reconstruction_the_freedmens_bureau/
and a few that involve fighting but no stats increase:
http://www.dinknetwork.com/file/i_kara_gu/
(and hence concentrate on the story line and puzzles).

Btw, the source code is at:
http://git.savannah.gnu.org/cgit/freedink.git
The initial code was written pretty poorly; I've done much code
clean-up already but there is still some legacy code.  A few planned
evolutions (adding another scripting language, upgrading the SDL1
code, adding unit tests) involve more clean-up in the near future.

The answers I received so far cleary indicate there is potential :) so
I'll have a look at implementing a minimal ScummVM engine and see what
it's got.

Cheers!
Sylvain




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