Reloading Escoria
Make point and click adventure games under Godot great again
- Track: Game Development devroom
- Room: K.3.201
- Day: Saturday
- Start: 17:15
- End: 17:45
Escoria is a Libre framework for the creation of point-and-click adventure games with MIT-Licenced Godot Engine. Since its release, Godot Engine changed a lot at fast pace while Escoria code was still based on old Godot 1.x features.
In this presentation, I'll present the current state of Escoria and discuss the process of rewrite as a Godot Engine plugin. It'll cover architecture and design, allowing adventure game creators to use Godot Engine as a full-featured editor for their adventure game.
Escoria is a Libre framework for the creation of point-and-click adventure games with MIT-Licenced Godot Engine. It was initially developed for the adventure game The Interactive Adventures of Dog Mendonça and Pizzaboy® and later streamlined for broader usages and open sourced as promised to the backers of the Dog Mendonça Kickstarter campaign. Since its release, Godot Engine changed a lot at fast pace while Escoria code was still based on old Godot 1.x features. It is more a collection of dedicated scripts than a proper Godot Engine layer designed for point and click adventure games. Evolving Escoria is quite a big task, so it might be better to actually start it over with a new project architecture while keeping its most interesting features in the process.
In this presentation, I'll present the current state of Escoria and discuss the process of rewrite as a Godot Engine plugin. It'll cover architecture and design, allowing them to use Godot Engine as a full-featured editor for their adventure game.
Speakers
Julian Murgia |