![]() This approach has the advantage that it will work with the standard ScummVM release binaries with no issues around developing or adding new engine code. Only a few of the engines have publicly available authoring tools.ĭeveloping for any other engine would require the author to develop their own tools, which is not a trivial task as a full understanding or specification for the engine would be needed. Write a game targeted for an existing engine. that is not GPL, so you can still sell your game if desired.Ģ. GPL, though this does not affect your rights to your game data i.e. This has the side effect of requiring your engine code to be released under the same license as ScummVM i.e. Otherwise, you will personally need to distribute a modified ScummVM with your engine code added. This has occurred with at least one engine so far: Sword25. However, if your engine is complete and the game is finished, then you should approach the ScummVM team about adding the stable engine to the main source code tree to allow ongoing support. It also means that your game will not run with the standard ScummVM release binaries. It does allow complete flexibility of design, but it doubles the workload as the engine and game will both need developing in parallel. Code a new game engine targeted to ScummVM OSystem, then write a game targeted for this engine. There are two ways to do this with ScummVM:ġ. This should be noted as it applies to most of the (fan)games which have been released as freeware, unless their README/LICENSE states otherwise (Public Domain, derivative works allowed etc.). Especially reusing any significant amount of artwork, animation, sound or music extracted (even with modifications) from an existing game (without permission from the rights holder) is likely to cause issues.As is indicated by the preceding fan-fiction link, LucasArts Legal have a history of pursuing any unauthorised use of their characters, stories etc. Also, we highly discourage writing fangames for the SCUMM engine.The team may offer some advice if asked, but this should not be considered as binding legal opinion (We Are Not Lawyers). See Fan Fiction (Legality) which has very similar issues. Writing a game based on existing characters or story, a sequel or prequel to a supported game without permission from the rights holder can cause legal issues and should be avoided. However, if fans of point and click games are motivated to create new games for ScummVM, this is something which we don't want to discourage.These are listed below, with AGS being probably the most popular and supported system with tools and a large developer community. It should be noted that other non-ScummVM supported systems for Point and Click game development exist, and the authoring tools for these may be easier to use and more suited to your game.are better directed to the associated author communities in the relevant forums listed below. "to provide reimplementations of the interpreters for existing 2D point and click adventure games", so the ScummVM developers are unlikely to be able to help directly with authoring of a new game. Development of new games is not really within the aims of the ScummVM project i.e.This HOWTO is a response to this Frequently Asked Question and covers writing a game for engines supported by ScummVM. There tends to be a lot of overlap between any two person's INIs due to the "prefered" names that are used, but as you add variants of games to any INI, the exact short names that appear will differ depending on the exact variants and folder names that an individual has/used.The ScummVM development team is contacted fairly regularly by users asking about how to create games to run within ScummVM. So unlike MAME where each game has a fixed internal name that is used to launch it, the short names in ScummVM are more or less an an index for each individual's scummvm.ini to let ScummVM which entry to refer to when starting. You will notice that some versions also have their own short names, like atlantis-amiga, but ultimately these are handled the same way in that if you have multiple versions, of that version, -N (where N is the next available number) will simply be appended to the end. The "(CD/DOS/German)" version was found first due to its alphabetical position from its folder name, so it was assigned atlantis, while the "Floppy/DOS/English" version was found second during the scan (again due to its folder name) so it was assigned atlantis-1. ![]()
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