The "Engine" needs to handle some more things. I already broke that down earlier but here are some examples: Scene management (Transitions, Layers) Collision Detection Alpha Blending (or other simulated transparency) Sound Music (Fading) Animation (Player, NPCs, Items/Objects) Scripting (Dialogs, Events, Puzzles) Mouse support / alternative Controller support (if we decide to support consoles) Item Management (Combinations, Descriptions -> Ressource Files) Ressource Management (Descriptions, Dialogs, Multilanguage)
Non game relevant aspects: - multi-Platform - Free - easy to use (includes Gameplay, using the engine from a designers / programmers pespective) - Performance - flexible
so thats it for the moment, just the things i got in my mind. I already wrote a structured summary for this one but cant find it...
I would like to see us working this one out together. I just got up with an idea...
Couldn't you guys take this up with the guys over @ SCUMMVM? They have loads of experience with all kinds of different engines, I think SCUMMVM would most probably already contain all the scripting capabilities you need, and is cross-platform. I have been playing loads of games in it now (DotT, S&M, Full Throttle and of course Toonstruck) and see no reason why not to run this fan-made Toonstruck 2 in it too. If you want to be able to distribute and run Toonstruck 2 as-is, without a separate engine, you might be able to integrate it, although I'm not sure of that.