TWIGZ Engine is Complete

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TWIGZ Engine is Complete

Post by QB News » Wed Jul 21, 2004 1:14 pm

<p align="right"><b><font size=3>July 21, 2004</font></b></p>

<p><font size=3><b>TWIGZ Engine is Complete</b></font></p>
<p><font size=3>Shattered Realm Productions' ambitious point-and-click adventure engine is finally finished!</font></p>
<p>Point-and-click adventure games have not been the most popular format for up and coming QB game programmers, but <b>Shattered Realm Productions'</b> new release hopes to change all that. On July 14th, Shattered Realm released the <b>TWIGZ Engine</b>, which "was designed as a tribute to the greatest adventure game series of all time, the Monkey Island series."
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<br><center><img src="/section/qbnews_storage/twigz_engine.gif"></center>
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<br>The <b>TWIGZ Engine</b> is a "SCUMM" engine, based on the engine created by LucasArts in 1987 for their adventure game, <b>Maniac Mansion</b>. (SCUMM stands for <i>Script Creation Utility for Maniac Mansion</i>.)
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<br>The SCUMM Engine developed by LucasArts allowed game designers to quickly and easily create massive point-and-click worlds without having to worry about the nuts-and-bolts programming that made the game actually work. <b>Shattered Realm's TWIGZ Engine</b> has been designed to achieve the same type of simple user interface so that users can create their own adventure games without having to figure out complicated programming routines on their own. Now it will be possible for games like <b>Maniac Mansion</b>, <b>Escape From Monkey Island</b> or the <b>Sam and Max</b> series to be created in QB, even by those with little programming experience.
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<br>Below you'll find the <b>Shattered Realm's</b> press release about the <b>TWIGZ Engine</b> Release:
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<br><blockquote>The TWIGZ Engine has been completed. The TWIGZ Engine is a QBasic and ASM programmed replica of the LucasArts SCUMM Engine. The engine has been released as part of a Software Development Kit (SDK) so any and all users who wish to make their own adventure games can.
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<br>You can supply all customs graphics and text. The engine supports all of the following:
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<br>-Custom Scripting Engine
<br>-Costume files for on-the-fly character animations
<br>-Completely customizable GUI
<br>-100% Flexibility
<br>-Shortest Path finding algorithm based on connectivity matricies
<br>-On-the-fly sprite scaling routine for 3-D feel
<br>-Powered by T*LiB (our Custom programming library designed solely for this project)
<br>-Much more
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<br>You can download our Twigz Game (a compltely functioning demo of the engine to see all of its capabilities) at <a href="http://www.shatteredrealmproductions.com">Shattered Realm Productions</a>.</blockquote>
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<br>The <b>TWIGZ Engine</b> was released with a simple three-area demo, meant to show off the power and flexibility of the game engine. Using the <b>TWIGZ</b> scripting routines, game developers can easily create their own point-and-click adventure, essentially run through a QB program. This begs the question, though: are programs run on the <b>TWIGZ Engine</b> truly QB games, or are they in an entirely different league, since they're just interpreted by a QB program?
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<br>What remains to be seen is whether the QB Community will embrace this ambitious engine and start making and sharing game programs. Certainly the potential for great games is there, but is the fan dedication?
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<br>To find out more about the <b>TWIGZ Engine</b>, visit <b><a href="http://www.shatteredrealmproductions.com">Shattered Realm Productions</a></b>.

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<p align="right"><font size="3"><b>Submitted by

<a href="mailto:pete_berg@yahoo.com">Pete</a>

</b></font>
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Pete
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Post by Pete » Thu Jul 22, 2004 9:38 am

The TWIGZ Engine looks pretty neat... is anybody gonna use it to make a game?

I personally have never seen a point-and-click adventure game written in QB. Actually, the closest thing I can think of is a little demo called <i>Move!!</i> by Rizzler. (There's a review of it on this site... it's under the Misc. section.)

(I also posted this to test something with the forum...dual-purpose posts are all the rage these days!)

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Thanks for your posts

Post by CrazyS » Wed Jul 28, 2004 2:10 pm

Pete,

Thank you for you comments and in-depth posts on this site. Its great to hear you think highly of my new engine. I sincerely hope that it can be integrated into the QB Community to produce some entertaining point-and-click adventure games, a genre I really don't think gets enough credit.

PS. Its nice to get a good review from you considering the first game I ever created that I submitted to you ... "KaPong". Favorite quote from the review: "Graphics: Suckity Suck Suck Suck"

Thanks again, and Congrats on reopening the site.
-Greg

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Re: Thanks for your posts

Post by Pete » Wed Jul 28, 2004 7:47 pm

CrazyS wrote:Pete,
Its nice to get a good review from you considering the first game I ever created that I submitted to you ... "KaPong". Favorite quote from the review: "Graphics: Suckity Suck Suck Suck"
Heheh, yeah. The Twigz Engine is definitely a HUGE improvement over KaPong.

-Pete

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