[IGDA_indies] lightweight authoring systems
C Ratchet
zratchet at mindspring.com
Sun Feb 13 16:38:32 EST 2005
I don't know if it exactly qualifies, but my project team has been
using the Soya game engine for the latest game project I'm working
on...
http://home.gna.org/oomadness/en/soya/
http://soya.literati.org
Ratchet
On Feb 13, 2005, at 2:52 AM, Brandon J. Van Every wrote:
> I'm not ready to volunteer to be the 'spine' of an Experimental Game
> Design SIG. I am far more concerned about solving a basic underlying
> problem, that of authoring systems. Both "heavy duty" authoring
> systems
> for the commercial games I'm trying to make, and "lightweight"
> authoring
> systems for experimentation and prototyping. I'm focusing my own
> efforts around the Nebula2 3D engine. http://nebuladevice.cubik.org
> At
> this time, I'm not willing to be diverted from these goals.
>
> What I can ask, however, is if anyone else is working on the
> "lightweight authoring systems" problem? Or does anyone actually have
> a
> solution, that they enjoy working with, and have gotten substantive
> things done with? The latter is important. Please don't just say,
> "Well you could use this-or-that!" Have you *worked* with
> this-or-that,
> what results have *you* achieved with it? In what timeframes, with
> what
> level of labor?
>
>
> Cheers, www.indiegamedesign.com
> Brandon Van Every Seattle, WA
>
> "We live in a world of very bright people building
> crappy software with total shit for tools and process."
> - Ed McKenzie
> --
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---
From Ratchet (Mikey Lubker)
Lead Coordinator of the IGDA Indie SIG: http://igda.org/indie
Check out my projects: http://sf.net/users/ratchet
Are YOU a Good Person? Go here:
http://www.wayofthemaster.com/wotm_flash.html
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