Maybe I'm just paranoid but I've always felt as though the global script balloons too quickly and had memory concerns over it. There are a couple of other things about AGS that to me seem to suggest its hobbyist roots. Ideally I wanted guys to write the new code and give me references for where they wanted it copied and pasted but I got ignored. I left a project in a huff when issues with SVN meant I was getting constant compiler errors. You're correct that collaborative work on programming is difficult in AGS, not impossible but requires some coordination. Well you'd need somebody who has tinkered with all of them to really tell you, and I don't know how many people have done that given the time sink that making an adventure game is. It's not really a drawback that affects most of us, since we generally work on games on our own, but I still think it's a major drawback. Personally I think a big pro for AGS is that it's completely free and open source, with an active community.īut I think a big con for AGS is that it's really difficult if not downright impossible for multiple coders to work on the game at the same time. So what would you say are the pros and cons of the various engines? Why would someone choose AGS over the others, or reject AGS over the others? So then I started thinking about the various pros and cons of every game engine. Then I started thinking about how some people will choose a game engine, start working on their game for a while, find a problem with the game engine, choose another game engine, recreate their game up to the same point, find another problem, and just keep doing that over and over until they either give up on the project or settle on a game engine. But it's occurred to me recently that I've never really considered the benefits and drawbacks of using AGS.
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