Hey there, AGS community - I'm Jonaya, a professional software dev and part-time director/game dev/writer living in NYC! I've been into adventure games (tbh just games in general) for a long - used to play the old classic Lucasarts and Sierra games as a little girl and I'm old enough to remember playing the early King's Quest games on the awe-inspiringly powerful 286 Compaq "portable" computer I inherited from my mom, lol
I've known about AGS for a long time (I played the old "X Days a Y" games years back) but I've only recently started exploring using it as an engine.
I'm the creative director for a new indie studio based in NY called Studio June Games. We're currently in active development on a RenPy game that I'm the director and lead writer for (Friendsim 2, a high-production community-made sequel to Hiveswap: Friendsim), and we published a couple of Unity game jam games (I did writing and some development on them, along with some UI art).
The next project we've got in pre-production for the studio is a currently-unannounced 2d retro survival horror/adventure game in the style of the original SNES Clocktower game, so I've been playing around with different engine options and concepts for how I want to approach the gameplay. I was working in Unity but think I might go in a more old-school direction and lean into the Clocktower vibes, hence AGS as a possibility.
I've known about AGS for a long time (I played the old "X Days a Y" games years back) but I've only recently started exploring using it as an engine.
I'm the creative director for a new indie studio based in NY called Studio June Games. We're currently in active development on a RenPy game that I'm the director and lead writer for (Friendsim 2, a high-production community-made sequel to Hiveswap: Friendsim), and we published a couple of Unity game jam games (I did writing and some development on them, along with some UI art).
The next project we've got in pre-production for the studio is a currently-unannounced 2d retro survival horror/adventure game in the style of the original SNES Clocktower game, so I've been playing around with different engine options and concepts for how I want to approach the gameplay. I was working in Unity but think I might go in a more old-school direction and lean into the Clocktower vibes, hence AGS as a possibility.