Any idea how you want to handle scripted events in Abby's Crossing?
I was thinking of just doing them VN style. My first tilt at WMAC was using Ren'Py and I'm going miss that.
That said, I've done a couple of these thing before, for Clonemaster (which was about as far as I got) and on a flash game before that. Otherworld too, although that was mainly refining daisy's existing system. I did have quite a nice event builder/tester somewhere in svn a some point which might be of interest. Although having looked at renpy, we can probably do better than XML for the format.
I'm also in the process of designing/writing a system for scripted events for my own game here. Maybe we could cooperate? Or you can just take what you need (if anything) from sourceforge and build your own system.
Could do. The basics of the narrative are fairly straightforward from what I remember. Getting the conversation trees represented and parsed was harder, and adding any sort of conditions and/or logic was a bit of a nightmare - but that was with XML of course.
visually, I have a image in mind for how I want it all to look - but we'll each want to skin things differently.
Want be to take a punt at it? I'll need to do it sooner or later, and there are a couple of opening scenes I could do right now.