I’m joining the Wintermute Army!
Following my trend in recent months of playing around with different adventure game development engines, I’ve been recently teaching myself how to use Wintermute. I’d known about this particular engine for quite a while, but for some reason, I never really got around to actually trying it until a week and a bit ago. But, by God, I’ve been finding it to be my favourite adventure game developing environment ever. It has everything I loved about SLUDGE [1] (i.e. scripting flexibility), and more (i.e. better GUI editors for certain things, better graphics support, gets updated more frequently). I have to say, I’m very impressed.
I’ll be announcing the game I plan on making with this engine sometime soon, so stay tuned…
- The engine with which I made Cubert and TGTTPOACS, of course. ↩
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“Wo-o-oh, you’re in the army. Now.”
Staying tuned…
I’ve got an electric tuner, in case you need help staying tuned.
Whatever happened to good ol’ tuning forks?
They’re good for finding a tone, but a chromatic tuner is useful when practising.
My metronome is also digital, btw. The old ones are really cool, but not nearly as practical.
I’m going to abandon SLUDGE and start all over in Wintermute! … Just kidding. (Hey… Great material for an April fools joke!)
I actually thought about doing that throughout TGTTPOACS’s development. However, it so wouldn’t have been worth the effort.
I’m not really convinced. Name 3 new features in Wintermute that SLUDGE neglected.
I’m not trying to convince anyone of anything. All I’m saying is that WME is better for me, for this particular project. Everyone else can use whatever they’re comfortable with.
All right then. Everything is clear now.