GAUSS is the web engine we’re using to develop the game, and its pompous name is acronym for Graphic Adventure Unified Scripting System, so that it sounds cool.
It was developed by me as my MSc thesis in Computer Science, it took me more than 9 months to be finished and it went through so much trouble and changes I decided to give it a nerdy badass name.
Anyway! GAUSS is divided into several sections, each one delegated to the visual definition of basic game entities: Rooms (including their inner objects), Characters, Scripts, Audio etc.
Here’s how the Rooms section looks like:
In the image, you can see the creation of object “hotspots” by the definition of polygons onto a Canvas.
In fact, like popular engines such as AGS and Visionaire, the GAUSS approach is wysiwyg.
GAUSS is far from complete and that’s the reason why I always refuse to release it to wannabe-testers that seem to be very interested in it: it simply isn’t ready for the public. It does what it’s supposed to do and it does it well, but there are still too much things to be added to make it acceptable for an actual open release: right now, I’m the only one who really knows how to handle its qualities and its flaws. I hope to fix this in the future! In the meantime, I’m adding features as I develop and feel I need them, leaving unnecessary stuff and enhancements for later.