Quipkit is an RPG kit for programmers. It runs on Lua, SDL and OpenGL, and works on Windows and Linux.
Quipkit aims to solve the same problem as Sphere : how to help people make RPGs. Sphere does it by:
- giving tools to make assets,
- having a pre-made engine and formats to quickly make a prototype, and
- letting those be customised to evolve the prototype into a finished RPG.
Sphere’s problem is that its pre-made engine and formats contain many quirks, making that last part impossible for newbies and frustrating for programmers.
Why not just make a quirk-free engine and formats then? Quirks exist when features don’t work the way they’re expected to, and everybody has different expectations for their games. There are several responses to this:
- Make a fully-featured engine. Sphere did this, but couldn’t avoid its fate, even though it was made by skilled programmers.
- Make a small engine and ignore feature requests. This isn’t useful to people who need those features, and takes focus away from making a solid foundation.
- Have people make their own engine on top of a solid foundation for completing RPGs.
Quipkit opts for the last approach. It aims to be a small, solid layer of game essentials like input, graphics and sound over the OS, good not only for making an RPG, but also the tools along the way.
Quipkit on GitHub: http://github.com/tung/quipkit
Issues: http://github.com/tung/quipkit/issues
Quipkit wiki: http://wiki.github.com/tung/quipkit/
Updates at Spherical: http://spheredev.org/smforums/index.php?topic=4129.0.html
Quipkit comes under the MIT license. See doc/COPYRIGHT for details.
Quipkit uses other libraries. See their respective folders for their individual license terms.