사용자:구순돌/연습장/어드밴처 게임 소프트웨어

위키백과, 우리 모두의 백과사전.
Adventure Game Studio
개발자Chris Jones
발표일1997년(27년 전)(1997)
안정화 버전
3.5.1.18 - Patch 11 / 2022년 5월 6일(2년 전)(2022-05-06)
미리보기 버전
3.6.0.25 - Beta 5 / 2022년 5월 6일(2년 전)(2022-05-06)
저장소github.com/adventuregamestudio/ags
프로그래밍 언어C++, C, C#
운영 체제Windows
플랫폼Personal computer
언어English
종류Game creation system
라이선스Artistic License version 2 (editor & runtime)
웹사이트www.adventuregamestudio.co.uk

Adventure Game Studio (AGS) is an open source[1][2] development tool primarily used to create graphic adventure games.[3] It is aimed at intermediate-level game designers, and combines an integrated development environment (IDE) with a scripting language based on the C programming language to process game logic.

History[편집]

Adventure Game Studio was created by British programmer Chris Jones[3] in 1997 as an MS-DOS program entitled "Adventure Creator". Jones was inspired by Sierra On-Line's adventure game interface, specifically as showcased in Space Quest IV.[4] The first version of Adventure Creator allowed users to create only low-resolution keyboard-controlled games.

Lassi Quest was released as the first complete AGS game in late 1999. The engine gained popularity with the release of Ben "Yahtzee" Croshaw's Rob Blanc and Philip Reed's Larry Vales games in 2000-2001.

Version 3.0 in January 2008 included a complete rewrite of the editor using the .NET Framework and an update to the game engine to support 3D hardware acceleration.

On 26 October 2010, Chris Jones released the source code for the editor under the terms of the Artistic License, version 2.[5] On 27 April 2011, the runtime engine code was released under the same licence.[6]

By 2015, community developers were maintaining and improving the engine and IDE, and began to implement cross-platform capabilities as well as support for more modern screen resolutions (4:3, 16:9 and custom high resolutions).[7]

Capabilities[편집]

The editor and runtime engine were originally designed for Microsoft Windows operating systems; the runtime engine was ported to Android, iOS, Linux, Mac OS X and PlayStation Portable[8] after the release of the source code. Prior to AGS 2.7, an MS-DOS engine was also available; this has since been discontinued. It is not yet possible to run the editor on operating systems other than Windows without an emulator or API wrapper such as Wine.[9]

AGS can create games with a graphical range from 256 colours and a resolution of 320×200, to truecolor games with any higher resolution supported by the player's graphic adapter and an alpha channel. It also supports graphics filters: nearest-neighbor interpolation (2x, 3x, and 4x), and hqx (2x and 3x). Version 2.61 supports the following multimedia formats: mod, wav, xm, MIDI, ogg, mp3, avi. Version 2.72 also supports Impulse Tracker and S3M.[10]

Community[편집]

The AGS community is based on the AGS Forum,[11] the AGS Internet Relay Chat channel[12] and Discord channel.[13] There are real-world meetings of the community each year, known as "Mittens".[14]

AGS Awards[편집]

The AGS Awards were founded in 2001 and are awarded annually to the best games created with AGS, in multiple categories.[15] The AGS Awards were once an important barometer for indie adventure games, receiving coverage from sites like Destructoid.,[16] Rock, Paper, Shotgun,[17][18] IndieGames[19][20] and GameSetWatch.[21][22]

Reception and usage[편집]

Thousands of games have been produced using AGS.[23][24]

Wadjet Eye Games is an indie game developer that has created most of its commercial titles using AGS, such as the Blackwell series of games. They also publish AGS games by other developers, such as Primordia by Wormwood Studios, Resonance by XII Games, and Gemini Rue by Joshua Nuernberger.[25]

Development teams AGD Interactive and Infamous Adventures have remade and updated King's Quest and other Sierra releases. LucasFan Games have done the same with LucasArts adventure games.[26]

See also[편집]

References[편집]

  1. “Whoa, Adventure Game Studio went open source”. Jake Rodkin. 2011년 4월 29일. 2013년 12월 31일에 확인함. 
  2. “Adventure Game Studio – now open source (again)!”. Skygoblin. 2011년 7월 8일. 2011년 9월 8일에 원본 문서에서 보존된 문서. 2013년 12월 31일에 확인함. 
  3. “Exploring The Studious World Of Adventure Game Studio”. Rock, Paper, Shotgun. 2012년 4월 3일. 2013년 12월 24일에 확인함. 
  4. “Interviews: Chris Jones”. Adventure-Treff.de. 2018년 11월 2일에 확인함. 
  5. AGS Editor Source Code Release AGS Forums, October 26, 2010
  6. Initial AGS Engine Source Code release AGS Forums, April 27, 2011
  7. changes.txt ags on github.com (2015)
  8. “AGS GitHub repository”. github.com. 2012년 6월 9일. 2012년 7월 6일에 확인함. 
  9. “AGS wiki: GNU/Linux”. www.adventuregamestudio.co.uk. 2010년 3월 2일. 2012년 4월 23일에 확인함. 
  10. AGS v2.7 Refresh 2 now released AGS Forums, May 2, 2005
  11. “AGS Forums - Index”. Adventuregamestudio.co.uk. 2012년 5월 27일에 확인함. 
  12. [1]
  13. “AGS Discord channel”. 
  14. AGS Wiki
  15. “AGS Awards”. Adventure Game Studio wiki. 2022년 6월 30일. 2022년 6월 30일에 확인함. 
  16. “Destructoid revies AGS Winners”. Destructoid. 2011년 4월 29일. 2011년 4월 29일에 확인함. 
  17. “AGS Awards 2010 down to finalists”. Rock, Paper, Shotgun. 2011년 2월 7일. 2017년 2월 9일에 확인함. 
  18. “Point-click-Vote for the AGS Awards”. Rock, Paper, Shotgun. 2013년 2월 25일. 2013년 2월 25일에 확인함. 
  19. “In-Depth: The AGS Awards 2009”. www.indiegames.com. 2010년 1월 26일. 
  20. “The 2012 AGS Awards”. www.indiegames.com. 2013년 3월 28일. 
  21. “Adventurers get AGS Awards”. gamesetwatch.com. 2006년 3월 3일. 
  22. “AGS Awards 2007 Winners”. gamesetwatch.com. 2007년 2월 2일. 
  23. Adventure Game Studio full game list on uvlist.net
  24. “Games made by AGS”. 2011년 4월 21일에 원본 문서에서 보존된 문서. 2021년 4월 1일에 확인함. 
  25. “Adventure Game Studio”. Adventure Game Studio. 2012년 5월 27일에 확인함. 
  26. “Fans Present Maniac Mansion Remake”. 《The International House of Mojo》 (영어). 

External links[편집]

  • URL이 없습니다. 여기에 URL을 지정하거나 위키데이터에 URL을 추가해 주십시오. - 공식 웹사이트

틀:Video game engines