This idea sounds very adventurous, pun intended
DeltaF1 wrote:My idea is that someone will install the engine, and then download games from the internet to run.
Would the engine provide the UI to download these games? If your engine does not come bundled with each game (as it sounds like), then you will have to approach versioning too - functionality in your engine will change over time and backwards compatibility is important.
I'm realizing I'll have to make an editor to generate the scene files, since writing them by hand would take way too long, and be awkward to say the least.
The thing about adventure games is, each is so unique that trying to generalize them through an editor is a very, very high target. You will need scripting as you mentioned, Lua. But the balance of how much editor-scripting vs coding the game directly in Love, makes it worthwhile to build such an editor?
My question is, should I write the editor in LOVE, or should I write an external program in .NET? I would write it in LOVE, but I haven't had a lot of success using GUI libraries. Does anyone have a suggestion for a LOVE GUI library to use, or a non-LOVE system to use?
Fixing to a platform specific framework like .Net will only alienate some users. Yes there is Mono, but a lot of folks do not even go there - why limit yourself?
The one adventure system I know of that comes close is
http://www.adventuregamestudio.co.uk (the editor is written in .Net), however the engine is ported to a bunch of platforms. So if you wanted to make a LOVE engine port, the editor is already there for your use!
Don't fret, I am not discouraging you! In fact adventure games are great, we Love them and need more people to make them
In fact I started on
my own adventure game engine for Love, a couple months back (after a rampant 48 hour Ludum Dare entry). However it is
not an editor-based engine - You still need to code your game in pure Love.
Thanks

You're welcome
