MRY
Wormwood Studios
Or several King's Quests, or Rise of the Dragon, Dragonsphere, etc., etc. :/
Many of the AGS complaints are exactly how I felt after we released Primordia, but it turns out there are workarounds -- maybe just because Primordia's coder "leveled up,"* but you can avoid the patches breaking things in most instances, and you could avoid it altogether with a custom save system. Other problems would be fixed by using the newest version of AGS; it's just a WEG preference not to.
(* As will be clear when he releases his next game, Until I Have You, an action-platformer made in AGS.)
Still, I tend to think that AGS is a problematic system to use, less because of those concerns and more because of how it handles assets of all sorts (requiring a very centralized development system), struggles with modern hardware, and pegs the game as a certain type. For a certain kind of development of a certain kind of game (very small team, low-res P&C adventure) it's still probably the best option, but outside of that, I'm less sure.
Many of the AGS complaints are exactly how I felt after we released Primordia, but it turns out there are workarounds -- maybe just because Primordia's coder "leveled up,"* but you can avoid the patches breaking things in most instances, and you could avoid it altogether with a custom save system. Other problems would be fixed by using the newest version of AGS; it's just a WEG preference not to.
(* As will be clear when he releases his next game, Until I Have You, an action-platformer made in AGS.)
Still, I tend to think that AGS is a problematic system to use, less because of those concerns and more because of how it handles assets of all sorts (requiring a very centralized development system), struggles with modern hardware, and pegs the game as a certain type. For a certain kind of development of a certain kind of game (very small team, low-res P&C adventure) it's still probably the best option, but outside of that, I'm less sure.