LucaGGE

AME Engine - Features

Mar 10th, 2026 (edited)
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  1. Features list for AME Engine - the Crawler Game maker.
  2. Link: https://lucagge.itch.io/ame-engine
  3.  
  4.  
  5. ENGINE
  6. Engine settings allow for a custom development experience:
  7. Change engine appearance
  8. Activate/deactivate sounds
  9. Activate/deactivate effects
  10. Project settings allow for project uniqueness:
  11. Style: Top-Down or First Person.
  12. Gameplay: skill advancement on or off.
  13. Custom keybinding.
  14. Entities (including player) can use a single sprite or 8-directional sprites.
  15. Sprites can be fully animated for basic and/or custom interactions and base actions.
  16. Premade customizable effects like tinting, flashing, squishing, etc instead/alongside animations.
  17. Fog of war.
  18. Darken zones out of sight.
  19. Projected shadows.
  20. Custom sprites for entities, tiles and GUI (all menus included). Sprite size from 8x8 to 64x64 best supported, bigger sprite size for character portraits or even the game, using multiple atlases, will be allowed.
  21. Custom particles for entities, tiles and GUI.
  22. Assets in common formats that can be edited with any 3rd party tool.
  23. Publishes games for Windows and Linux.
  24. Custom logo for your game.
  25. Custom cut-scenes (static and potentially animated, yet to be precisely defined!)
  26. Custom dialogues, with or without character portraits
  27. Tool: map builder. Guided.
  28. Intuitive and minimal. Start creating immediately.
  29. Quick selection of any tile or entity.
  30. Accessible in-map customization (i.e. custom names).
  31. Toggle visibility of any element (tile sprites, tile gas, entities, pawns).
  32. Create big, detailed maps or modules.
  33. Spice handmade content with random elements. Essential entities can be forced to spawn.
  34. Mix handmade maps and modules.
  35. Assemble levels in the final game experience. Assembly can be static, dynamic, or mixed.
  36. Tool: entity builder. Guided.
  37. Intuitive and powerful.
  38. Create entities with customizable building blocks ("components"): monsters, doors, books, candles...
  39. Create unique powers.
  40. Create custom textual interactions with entities.
  41. Influence entities RPG advancement.
  42. Tie entities to dialogues.
  43. Tool: GUI builder. Guided.
  44. Max/min screen size.
  45. Multiple UIs (full, minimal, off).
  46. Optional UI change for very small screen sizes.
  47. Global zoom customized by element (game, fonts, GUI) and screen size.
  48. Tool: test mode. Guided.
  49. Quick and readily available to try out your game as a whole or in part whenever you need.
  50. Messages are clear, written in plain English and when possible they suggest a solution to the issue.
  51. Tool: guide.
  52. Simple, easy, quick, expanding. The guide will empower you to do and understand everything you need.
  53. Covers from first steps to publishing.
  54.  
  55.  
  56. GAME EXPERIENCE
  57. Old school tabletop RPG experience, a real Rogue heir: explore coraugeously, fight desperatly, die imaginatively.
  58. Better accessibility:
  59. Keyboard and mouse support available at all times.
  60. Use the mouse when it's convenient and logical (i.e. shooting).
  61. Rich textual interactions:
  62. Perform basic actions like looking or using.
  63. Find the way to use a weird machine.
  64. Pronounce the secret words to activate magic items.
  65. Multiplayer supported:
  66. Split screen.
  67. LAN party.
  68. Turn-based gameplay.
  69. Grid-based, intuitive world.
  70. Die set based damage and stats.
  71. Realistic, logic skill advancement.
  72. High unpredictability and emergence are fostered by the engine.
  73. The world is physics based. This means any change will affect all the game elements.
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