Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
slidge:what_is_slidge [2018/04/04 21:10]
zo7hlo created
slidge:what_is_slidge [2018/12/12 04:27] (current)
journeyman
Line 1: Line 1:
-====== ​SLUDGE ​======+====== ​SLIDGE ​======
 **A gaming engine for the desperate** **A gaming engine for the desperate**
  
-The name invokes sensations ​of form and function... \\ +Developed since February ​of 2016, the **S**torming **L**eech **I**nteractive **D**ialog **G**ame **E**ngine is a tool for creating dialog in gamesin the style of a visual novelIt's designed to work with [[https://www.yoyogames.com/​gamemaker|Game Maker Studio]].
-//The formmostly a blob; the functionmostly dubious.//+
  
-The **S**torming **L**eech **U**ltimate **D**ialog **G**ame **E**ngine is collaboration between myself and my inner demonsdesigned over the course of several years and several misguided projects and developed since February ​of 2016. It's designed to work with [[https://​www.yoyogames.com/​gamemaker|Game Maker Studio]].+This engine provides an "​editor"​ object and "​show"​ object. You simply drop the appropriate object into your game, and dialog takes care of itself.
  
-The primary function is to solve the following all-to-common problem: +Some features:
-<​code>​I'​m working on my game and it's going great but now I need to add dialog.  +
-Does anyone know a good way to add wrapped, colored text with markup and textboxes  +
-and typewriter effect and avatars to my game?</​code>​+
  
-It's a problem that comes up on a weekly basis over on the [[https://forum.yoyogames.com/index.php|Game Maker Forums]]. ​Game Maker is great for developing or prototyping 2D games, but the open-ended, event-driven framework leaves ​large hole when it comes to pre-configured behaviors and object prototypes. If you just want to drop some working ​textboxes ​into your newly coded game...you're going to have to do a lot more coding.+  *Wrapped typewriter text 
 +    *Tags for changing color and font 
 +    *Tags for adding sound and timing 
 +  *Character portraits 
 +    *Automatic interpolation animations 
 +    *Characters have layers, like Ogres and Onions 
 +    *Expressions and poses stored as layer sets 
 +  *Choice boxes  
 +    *Can link Scenes and/or set data 
 +    *Can appear/​disappear based on game data 
 +    *Can set/increase/decrease game data 
 +    *Visual styles for normal/hover appearance 
 +  *Dynamic linking 
 +    *Scenes and Choices can link to "​variables"​ 
 +    *Change Links by game choices 
 +    *Change Links outside engine with your game 
 +  *Fully visual editor to position characters, text, and choices 
 +  *Multiple text boxes, characters, and choices on-screen at once 
 +  *Support for Game Maker's camera system to position graphics 
 +  *Overflow handling; text breaks into multiple boxes as needed 
 +  *Made with localization in mind:  
 +    *All text is in external files 
 +    *All display text is labelled "​text":​ in the data files 
 +    *Engine has setting for swapping language files 
 +  *Data generated by choices is stored in a map structure 
 +    *Easy to get data from the engine for use in your game 
 +    *Easy to change data that the engine uses for text/​choices 
 +  *Visual style editor: design ​textboxes ​and choice boxes within the editor 
 +  *Visual character editor: set your character's layers and expressions on-screen 
 +  *Modular design; each aspect of the engine operates pretty independently and granularly 
 +  *100% GML - my code is as cross-platform capable as GameMaker allows
  
-This asset solves ​the problem with single self-contained object (and a folder filled with lots of useful scripts)You drop the object into your game, and dialog ​takes care of itself.+Basically, ​the idea is that you could make complete visual novel without writing any GML code at allOr, you can write your game to any level of detail you want, and then add on however much dialog ​you want.
  
-There are other dialog/​Visual Novel engines on the Game Maker Marketplace,​ but these all suffer from a host of difficult problems: +As I've played with Game Maker over the years (since 2003), I've added visual editing tools to every casual game I've made, and I have had to solve and re-solve the problem of adding custom dialog too many times. I needed to put all of my most common needs into a single comprehensive engine. And that's **SLIDGE**.
- +
-  *Lack of flexibility in story structure +
-  *Lack of common text features +
-  *Lack of modular design to add features +
-  *Requiring code using libraries of engine-specific functions +
-  *Inability to preview visuals while designing the game +
-  *Lack of data integration between the engine and the rest of a game +
- +
-As I've played with Game Maker over the years (since 2003), I've added visual editing tools to every casual game I've made, and I have had to solve and re-solve the problem of adding custom dialog too many times. I needed to put all of my most common needs into a single comprehensive engine. And that's **SLUDGE**.+
  
 +For further ramblings, see [[slidge:​why_game_maker_and_why_slidge]]
  • slidge/what_is_slidge.1522876259.txt.gz
  • Last modified: 2018/04/04 21:10
  • by zo7hlo