Wintermute Engine

Last updated
Wintermute Engine
Original author(s) Jan "Mnemonic" Nedoma
Developer(s) Dead:Code Software
Initial releaseJanuary 12, 2003;20 years ago (2003-01-12)
Stable release
1.9.1 / January 1, 2010;13 years ago (2010-01-01)
Preview release
1.10.1 beta / July 19, 2012;11 years ago (2012-07-19)
Repository
Written in C++
Operating system Windows
Platform Personal computer
Available in English, Greek, Spanish
Type Game engine
License MIT
Website dead-code.org   OOjs UI icon edit-ltr-progressive.svg

Wintermute Engine (WME) is a set of software tools and a runtime interpreter (game engine) primarily designed for creating and running graphical adventure games.

Contents

History

Wintermute Engine (WME) was designed and programmed by Czech programmer Jan Nedoma, who goes by the nickname Mnemonic on the WME forums. The name "Wintermute" is a reference to William Gibson's novel Neuromancer . The first public beta version was released on January 12, 2003. The engine was developed with several updates released every year, though irregularly due to the small development team.

Since 2013 the Winter Mute Lite Engine is hosted on Bitbucket and released under a MIT License. [1] Development continues on the repository, latest additions adding Android support.

Features

The game engine provides most of the features necessary for creating classic 2D graphical adventure games. Although originally built as a 2D graphics engine, with a built-in script interpreter for implementing game logic, the Wintermute Engine provides support for the combination of real-time 3D characters and 2D backgrounds, a combination sometimes known as "2.5D", that has become the de facto standard for modern adventure games (for example Syberia, Still Life), and survival horror games.

There is also an active community that, while small, is growing in size and is willing to help newcomers with coding or recommendations. Community-created free book of tutorials went online in summer 2008. [2]

Game design process

Wintermute Engine follows the object-oriented design philosophy. The game developers use the engine tools for building various game objects (actors, scenes, windows etc.) and assembling them together. Every game object is defined by its appearance (graphics, animations, captions, fonts) and by a script, which defines the underlying logic of a given game object and its responses to game events. All those game definitions are then interpreted by the engine runtime interpreter, which is otherwise completely independent on any actual game implementation.

License

Starting with version 1.7, Wintermute Engine is distributed as donationware, meaning that it is completely free to use for both commercial and non-commercial purposes, but if the users find it useful, they are encouraged to make a donation to support its further development. Starting with version 1.8.9, source code of the engine and some of the supporting tools has been released under the LGPL license. It currently is available under an MIT License.

The source code of the portable Wintermute Lite 2D engine has been released under an MIT License and is hosted on a Bitbucket repository. [1] While the Wintermute Lite engine is free of charge also for commercial use, licensing of the included BASS sound library is required. [3] It is also Donationware, as the author asks for donations for continued development. [4] Later the author released also Wintermute 1.x and Wintermute 2 to bitbucket under MIT. [5] ScummVM integrated the WME lite engine into their framework as part of GSoC 2012 and 2013 student works. [6]

Previous releases were free to use for non-commercial purposes, but required a separate paid commercial license. The flexible nature, and relative inexpense, of the licence for even large commercial projects has made the Wintermute Engine a popular tool among independent commercial game developers. [7] [8] [9]

Games developed with Wintermute

YearTitleDeveloperGenreLicense
2005 The White Chamber Studio Trophis Production Company sci-fi horror freeware
2007 Carol Reed Mysteries (4th - 16th)MDNA Gamesadventurecommercial
2007 Limbo of the Lost Majestic Studiosadventurecommercial
2008 1½ Ritter: Auf der Suche nach der hinreißenden Herzelinde Daedalic Entertainment adventure commercial
2008 Art of Murder: FBI Confidential Pinnacle mystery commercial
2008 Ghost in the Sheet CBE Software horrorcommercial
2008 Scumbag Joe Synthetix Interactiveadventuredemo freeware
2008 The Lost Crown: A Ghost-Hunting Adventure Darkling Roomhorrorcommercial
2008 Rhiannon: Curse of the Four Branches Arberth Studiosadventurecommercial
2009 Dark Fall: Lost Souls Darkling Roomhorrorcommercial
2009RosemarySingapore-MIT GAMBIT Game Labmysteryfreeware
2010 Hamlet or the Last Game without MMORPG Features, Shaders and Product Placement Denis Galanin adventure, puzzle commercial
2011 Alpha Polaris Turmoil Gameshorrorcommercial
2012 J.U.L.I.A. CBE Softwareadventurecommercial
2012James Peris No license nor ControlPavo Entertainmentadventurecommercial
2012Поле Чудес (Field of Wonders)HeroCraftpuzzlecommercial
2013 Face Noir Mad Orangeadventurecommercial
2013 reverse boom studiohorrorcommercial
2013 Oknytt Nemoria Entertainmentadventurecommercial
2014 Shadows on the Vatican 10th Art Studioadventurecommercial
2014 J.U.L.I.A. Among the Stars CBE Softwareadventurecommercial

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References

  1. 1 2 license.txt on bitbucket.org
  2. Online book on WME by Jan "metamorphium" Kavan
  3. BASS licensing on un4seen.com
  4. donate on dead-code.org
  5. MnemonicWME on bitbucket.org
  6. Wintermute on scummvm.org
  7. List of games using Wintermute incomplete list on MobyGames
  8. Marsh, David (February 26, 2008). "Nine Paths To Indie Game Greatness". Gamasutra . Retrieved 2009-12-21.
  9. Broekhuis, Erwin. "A word with Steve Ince". Adventure Developers. Retrieved 2009-12-21.