I’m joining the Wintermute Army!
April 2nd, 2007Following 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. ↩

April 3rd, 2007 at 2:08 pm
“Wo-o-oh, you’re in the army. Now.”
April 3rd, 2007 at 11:21 pm
Staying tuned…
April 7th, 2007 at 10:57 am
I’ve got an electric tuner, in case you need help staying tuned.
April 7th, 2007 at 10:58 am
Whatever happened to good ol’ tuning forks?
April 7th, 2007 at 1:57 pm
They’re good for finding a tone, but a chromatic tuner is useful when practising.
April 7th, 2007 at 1:59 pm
My metronome is also digital, btw. The old ones are really cool, but not nearly as practical.
April 9th, 2007 at 10:58 am
I’m going to abandon SLUDGE and start all over in Wintermute! … Just kidding. (Hey… Great material for an April fools joke!)
April 9th, 2007 at 12:02 pm
I actually thought about doing that throughout TGTTPOACS’s development. However, it so wouldn’t have been worth the effort.
April 10th, 2007 at 3:46 pm
I’m not really convinced. Name 3 new features in Wintermute that SLUDGE neglected.
April 10th, 2007 at 6:13 pm
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.
April 10th, 2007 at 7:20 pm
All right then. Everything is clear now.