June 26, 2012 7:30 AM | Konstantinos Dimopoulos / Gnome
I had never tried working with the Wintermute Engine before deciding to write about it for the Indie Tools series, but I was already aware of the fact that it was a powerful alternative to AGS and that quite a few commercial games were created with its help. Interestingly said games were rather impressive and included such offerings as Reversion, J.U.L.I.A., Alpha Polaris, Hamlet and Dark Fall: Lost Souls.
All of them point-and-click adventure games as you may have noticed and all of them visually lavish and seemingly complex affairs.
What's more, I also knew that the Wintermute Engine is free to use for both commercial and hobby purposes and that its source code was available (under the Lesser General Public License) to most that request it. Oh, and that it supported many languages too, shockingly including Greek.
What I definitely didn't know and discovered only after playing around with a couple of tutorials was that things weren't as complicated as I had expected. Even designing a 2.5D scene is almost intuitive (emphasis on almost) and scaling makes absolute sense. Importing and animating sprites or 3D objects is straightforward, as is managing fonts, music, scene transitions and your game's GUI.
Getting to grips with everything on offer and, especially, the scripting language will take some time though, but will be easier than, say, fully understanding Unity. Non-programmers have happily been looked after quite a bit, whereas programmers will be delighted to know that the open-source nature of Wintermute will make porting projects created by it to such platforms as iOS possible and the addition of extra functionality a viable option.
For the time being, mind you, the out-of-the-box support for both iOS and Mac OS X is on an experimental basis via WME Lite and the complete Wintermute Engine is only available for Windows PCs. Oh, and you really don't have to restrict yourself to traditional point-and-clickers either as the engine seems pretty flexible.