[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 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

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