• Completely redesigned Windows-based IDE for creating your games as quickly and easily as possible. For screenshots of the IDE, have a quick browse of the beginners' tutorial.
    The IDE includes source control integration with popular tools like Sourcesafe and Perforce.
  • The Windows game engine has a hardware accelerated Direct3D graphics driver, giving extra performance for graphically-intensive games. The software graphics driver is still supported too, for running on older systems.
    Graphics filters allow you to easily scale up low-res games to run on modern systems.
  • Native Windows, Linux (x86) and Mac (currently in beta) versions of the game engine, to maximise the number of people who can play your game.
  • Powerful yet simple Java/C#-style scripting language for scripting your game. Set up the game basics with point-and-click in the editor, and then script how the game deals with various events and inputs.Autocomplete, function calltips and on-line help are all available when editing scripts.
  • The IDE has an integrated debugger to allow you to step through your script and easily trace down the source of errors.
  • In the graphics arena, choose from 256-colour, 16-bit colour and 32-bit colour - either go for that retro feel, or enjoy the benefits of no palette! It's up to you. Alpha-blended sprites are supported in 32-bit colour games.
  • Screen resolutions of 320x200, 320x240, 640x400, 640x480, 800x600 and 1024x768 are supported. Your game can be run full-screen or in a window.
  • For sound and music, you can use OGG, MP3, WAV, MOD, XM and MIDI files. Ambient location-dependant sounds, automatic footstep sounds, multiple sound channels and crossfading between music tracks are supported too.
  • Play cutscene videos using OGG Theora or standard Windows files such as AVI and WMV.
  • Easily create talkie games if you like - speech is compiled into a single data file, which you can distribute as an optional download.
  • Easy inventory management - just define all the items in the editor, then use simple Give and Lose commands during the game.
  • Almost everything is customizable, from the GUI you use to the mouse cursor graphics. Standard Sierra and Verb Coin templates are supplied, but user-made templates of other GUIs can be downloaded.
  • Create non-player characters roaming your world - they each have their own inventory and can be smoothly scaled and lit in different areas. 2, 4 and 8-directional walking animations are supported.
    Multiple player characters, such as in Maniac Mansion and Day of the Tentacle, are possible too.
  • Scrolling rooms are supported by simply importing an image larger than the screen resolution.
  • Lucasarts-style conversation system should you want to use it.
  • Translations of your game to other languages are easy to make, and can be distributed seperately as add-on packs.
  • Plugin system which allows more advanced developers to add extra functionality to AGS.
  • Compile your game into a single EXE file for distribution. Digital music and voice samples can also be compiled into seperate files to allow for optional downloads. You can of course set a custom icon for the produced EXE file.
  • The game script is compiled to byte-code when you save the game, to maximise the speed of the engine.
  • All the standard things you would expect, such as game Save and Load features, automatic pathfinding, sprite mirroring, walk-behinds, hotspots, objects, cutscenes, animations, timers, and so forth.
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Hey guys, it's that time of the year! If you liked Neofeud, please consider voting for it for 2017 "Indie of the Year" on IndieDB!

If you haven't played it yet, you can find Neofeud on Itch.io Silverspook.itch.io or on Steam!

Here is some background on the game:

"The art, writing, programming and music* of Neofeud was created by one person, Christian Kealoha Miller, also known as 'Silver Spook'. He also performed half of the voice acting. Christian is a Native Hawaiian, born and raised in Hawaii. Neofeud is a Dystopic Cyberpunk adventure game in the vein of Blade Runner, but with an overlay of Game of Thrones-like political intrigue, and 1366x768, hand-painted, stylized visuals.

The art, stories and gameplay of Neofeud are a reflection of my experiences as a STEM teacher for the underserved youth of Honolulu’s inner city. Teaching robotics, programming, and sustainability is an often difficult, stressful, and even Kafka-esque endeavor -- being in one of the richest, most beautiful places on Earth, yet dealing with families with working parents, who are living out of a van, or sleeping on the street. It is hard trying to keep the kids out of gangs, off of drugs, and on a path towards better opportunities, such as the ones I had growing up in a slum area of paradise while going to an upscale private school. I made Neofeud to be a fun and engaging game in and of itself, but I also wanted the player to think about the society in which we live, as well as the one which we may be heading toward if nothing is done."

Here's a roundup of some of the articles this year on Neofeud:

Read the rest of this article from Native Hawaiian Print Pubication, the Ka Wai Ola.

"A Diamond Of Storytelling In The Scrap Pile... The characters of Neofeud are developed so much more than characters in nearly any other game I’ve recently played" --Sprites And Dice

"'Cyberpunk-Fueled Noir.' Reminiscent of Beneath a Steel Sky and I Have No Mouth and I Must Scream... The art, gameplay, music and story come together to deliver a solid game." --Indie Ranger

“An ambitious, atmospheric cyberpunk scenario and essentially the work of a single person (voice acting excluded). Oh, and it might also be one of the best adventure games I have played in a while... The world building is something else. It has a thickness, a density to it." --IndieGames.com

"This spectacular and complex story will take at least 12 hours to play through, and the writing is excellent and enjoyable." --3rd Strike

"Science fiction at its most raw and visceral... Neofeud doesn’t shy away from uncomfortable subject matter. It gave me chills and made my stomach roll... It made me uncomfortable to listen to and watch…but that is the entire point. I can’t turn a blind eye in the game, and I certainly can’t turn a blind eye in real life." --Steamshovelers

"An immersive cyberpunk adventure game... Echoes of H.R. Giger and William Gibson... [Christian Miller] knows what makes a quality game." --Brandon C. Hovey

"I loved the quirky but fantastic hand-painted visuals, the gruff, cynical humour." --Gaming Respawn

Here's one of my favorite Neofeud reviews from Steam user Jungle.James who really went deep into the larger ideas explored in Neofeud, and seems to have really 'got' what I was aiming for with this cautionary tale:

Neofeud is the most visionary game on Steam evocative of the creator's passion, sparing what Metal Gear Solid V: The Phantom Pain could have been. Never have I seen a game produced by such a small studio translate a vision so well.

It is a point and click adventure game wherein each line of dialogue is voice acted, and each scene has a MSPaint charm while expressing pure imagination, for example a chateau's ceiling where there is a painting of nearly infinite patterns, reflecting the royal's fascination with the godhead of technological transcendence.

In sum, Neofeud considers the following:

- UBI controlled slums filled with transgenic and outdated synthetics / androids deemed non-sentients and refuse.
- DRM cigarettes.
- Hypermodernity through a Baudrillardian simulation and simulacra of "consensus reality" interested rulers.
- The sythesis of the contemporary prison and military industrial complexes.
- Scepticism of the motives from those like Elon Musk who promote optimal adjustments to capitalism or late stage capitalism. Authenticity in social movements and how they're frequently co-opted; references to Public Enemy vs Kanye West.
- What dwells in the abyss that is the coming convergence of science, technology, and society.

If any of those topics interest you on a philosophical, economic, or social level and would like those topics paired with often times silly voice acting (for the better overall end results), please play Neofeud.

edit: A lot of soul went into this project, and it shows.

And here are a few more interviews I did surrounding the game:

A discussion on games, gaming and life with Christian Miller ( talking with Brandon C. Hovey)

Another interview with Erik Meyer of IndieGraze

And here is one final review by Fitz (Talos voice actor and a cool creative guy generally) on the also cool site of CaptainD (I am a Patreon of his!):

"The soundtrack -- created by Silver Spook himself -- consists of various flavors of electronica; an obvious choice, given the futuristic setting. And indeed it fits in perfectly. It's minimalistic when it needs to emphasize the dreariness of the slum world. Action sequences, in turn, are punctuated by a pounding beat -- whereas a distorted piano plano creates a watercolor-like backdrop to some of the game's most powerful moments of existential reverie. As mentioned already, the game is a full talkie. It's something that's expected of a modern game -- but the workload and the quality are actually impressive."


And here is Christian performing "Proto-J", a short story set in the world of Neofeud. The story is performed in the voice of the character whom Christian voice-acts in the game.

You can find more short stories in The Neofeud Short Story Collection

Here are some of my other projects:

Terminus Machina: a Deus Ex total conversion

Dysmaton - a post-apocalyptic cyberpunk adventure (in development)

And finally, here is a hangout with a bunch of the folks who helped make Neofeud possible, including my long-time patrons Deborah Dunaway and Scott Smigiel. Deborah also voice acted several characters in the game. Chris R. Smith and Brandon C. Hovey, two great voice talents are also present. The other major voice actors and actresses who couldn't make it were Amayirot Akago and Mrs. Silver Spook / Holly The Robot.

(*I created 43 out of the 45 songs of the Neofeud soundtrack, the other two were by Scott Smigiel. he created many more, but due to changes I made later in the game, I only ended using a couple -- my bad. However, the tracks themselves were great, and you should go and check his stuff out!)

Neofeud is 33% Off + Thanksgiving Livestream Party!

Neofeud is 33% Off + Thanksgiving Livestream Party!

Neofeud

So first off, Neofeud is 33% off this week on Steam! I will also be streaming live on my Youtube channel on Thanksgiving at 11 AM Pacific Time! And finally...

A Tale of Two Kingdoms - now available for purchase!

A Tale of Two Kingdoms - now available for purchase!

A Tale of Two Kingdoms

A Tale of Two Kingdoms is now available for purchase on Steam!

Neofeud is 34% Off! + in a Print Newspaper!

Neofeud is 34% Off! + in a Print Newspaper!

Neofeud

Neofeud is just $9.90 for the next week! If you've been considering picking it up, now would be a great time! Latest reviews: "A Diamond Of Storytelling...

Neofeud Update #1 + Silver Spook Talks With Technobabylon Creator

Neofeud Update #1 + Silver Spook Talks With Technobabylon Creator

Neofeud

Thanks you all for your support of Neofeud! In response to your feedback, I've fixed and patched up several of Neofeud's important issues. This latest...

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Comments  (0 - 10 of 12)
GoToHellDave
GoToHellDave

Hi guys. Just to clear up the confusion regarding 'Go to Hell Dave' and Mac. Jaggers pretty much nailed it in his last comment. AGS does support both Mac and Linux, to a certain degree. But they are older versions of the engine and at this point, we're not too sure what limitations that will present to us. All we can really do at this point is build the game in a windows environment and then see what, if anything, we can do to port it across afterwards.

Having said that, if enough Mac or Linux users show a desire to play this game then we will endeavor to do all we can to get a workable version of it on those platforms.

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s_d
s_d

I've built 32-bit and 64-bit versions of the latest official AGS revision on Github, and have played halfway through the Resonance demo with zero problems! I'll continue (and file or fix any bugs I find along the way), and move on to the AGDI & IA fangames, and then Blackwell & Gemini. If they all work just as well, then I'll consider the port complete.

If you make a demo for me to wrap up, and I'll do so and send it to you (you can also have your Linux buddies test it out as well). The Linux AGS port is not perfect currently, but pretty darn good. I'll take a look a the native Mac interpreter (no idea who's working on that), nor am I particularly fond of development on OS X, but if it helps the community, I'll put some time in :-)

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GoToHellDave
GoToHellDave

We plan on releasing our game on mac, still not certain of the technical implications of it yet.

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s_d
s_d

Currently, every AGS game I've seen on Mac uses a Wineskin wrapper. While that approach is a dirty word in Linux (due to Wine's inconsistent behavior in Linux due to library dependencies, 64-bit vs 32-bit issues, and other weirdness), in the land of Fruit Flavored computers, the picture is not so clear. In fact, commercially wrapped ports of triple-A games are distributed for OS X; take a peek at Portingteam.com ... for some perspective on the phenomenon. This isn't to say it's perfect, but it's almost certainly what you'll end up doing if your release date is this year, unless you (or someone on your team) wish to be a Mac AGS porting programmer and dig into engine development.

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AlexVSharp
AlexVSharp

I'm a tad confused. The available platforms list Windows, Mac and Linux, yet all the games I've seen on here made with this engine are listed as Windows only... :|

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doom2.fan
doom2.fan

The official website have a game engine for linux and as i remember is being made a mac one also not exists a editor engine for linux and mac

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ssokolow
ssokolow

The official site only has Linux and MacOS versions of the 2.x engine and, while I remember running across the beginnings of a 3rd-party port of 3.x to Linux and MacOS, I can't remember where I put the link.

Also, it's been a while, but this may be one of those game-builder engines where the resources and/or scripts are bundled into the EXE, making it difficult to take a game and swap the Windows binaries for Linux or MacOS ones.

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s_d
s_d

Linux went unmaintained for a while (back when AGS was a closed source engine) after the maintainer of the port became unable to support it. After that, periodically, larger fan projects would attract someone to request the code from Chris Jones (CJ), who would let them have it, provided they didn't share, and as such, that person would patch it up and get it going for their team's game or two, and then share the patches with CJ.
Then, last year, he opened AGS sources (artistic license, IIRC) and multiple maintaners came out of the woodwork. I built a poor version of the Linux AGS intepreter for a fangame called "PledgeQuest" supporting the Two Guys from Andromeda SpaceVenture Kickstarter project (spiritual successor to the Space Quest series). It was based on bero's work on the SQ fan game Vohaul Strikes Back ( Sqvsb.com ), which was packaged up for Linux. My version kinda sucked (missing sound, for example).
Now, JJS in the AGS community is patching it heavily, including alpha quality support for 64-bit Linux (which will eventually go toward 64-bit Windows as well). I'm going to hop in there and do what I can to help out, but for sure AGS interpreter support on Linux is back in a big way.

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yepwatermelon
yepwatermelon

That's becuase no one plays games on a mac (at least no one in their right mind) and anyone on linux should know how to run a game in wine.

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bakerg
bakerg

Firstly that doesn't answer the question at all, shows a complete lack of knowledge in the area and is just not useful. Wine is available on macs too, along with other stuff like steam etc. The only reason for the lack of games on the platform is because almost the whole world has windows and it is easier to make better gaming hardware for windows, unless you want to make a hackintosh.

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