From eAdventure 1.X to eAdventure 2.0. How it was and what it's became - e-ucm/ead GitHub Wiki
After developing for 5 years, we have learnt a lot. We've experienced what it feels to make games (lots of them!) with our own tool and what problems and limitations our users struggle with. Besides, 5 years is an eternity for technology, and now there are better ways to design and implement our game platform. That's why we set out to create eAdventure 2.0 (note the absence of <, > and -), which development is centered in this GitHub repo, from scratch using new technologies and following a completely new design.
So we are turning everything upside down. However, we want to convey a reassuring message for all savvy eAdventure users who have followed us loyally across the years: Don't Panic! We are working to make the transition smooth. You will be able to run your old eAdventure games with the new version, and you will be able to do the same things (although perhaps in a slightly different way) plus many other new things.
Through these pages, we explain how all the different eAdventure functionalities worked, and how they are now represented in eAdventure 2.0. For each of the functionalities, we explain first the basic concepts in a way that everyone can understand. Then we take a bit more technical tone to fully specify how the old model is transformed to the new one. But still that part is also understandable.
Each functionality is divided in one, single page. Each page follows the same structure: first, we introduce the feature (e.g. how the cutscenes worked). Then we describe the piece of DTD that specified that feature in the old eAdventure model. Finally we describe how that code is imported to the new game scheme.
Importing... items, set-items and characters