The following features are planned for future versions of AGS.
Features that people ask for will be implemented faster than things I think
people want - so if you like the look of a suggestion below, post to the
messageboard to tell me!

 * check custom icon, it's borkne
 * stop mp3/xm music being affected by setsoundvolume
 * jump to View button in roomedit
 * check background music playing
 * option to use old-style inv order updateing
 * increase max number of  vox files
 * interact with inv/talk to inventory
 * stricmp script function
 * more globalints
 * debug interface in engine to type script commands
 * check KQVGA dagger throwing problem
 * check inquisitor's problem - Open Inventory needs to click elsewhere first
 * check DisplaySpeechBackground when new speech is displayed for character already talking
 * cehekc MP3 stops while sound is playing
 * check GUI responsiveness when activated by another GUI
 * check GUI hit-testing z-order if 2 guis on top of each other
 * animateobjectblocking
 * edit GUI controls at runtime, eg DisableButton
 * sound/music volume has no effect
 * gamma correction
 * support "&1" in CreateTextOverlay
 * delete sprite button, that actually replaces it with a 1x1 image
 * ability to remove buttons from GUI
 * problem with First Time Enters Screen getting run twice somehow
 * check mouse responsiveness, eg. KQVGA Quit window
 * SeekMusic/PlayMusicAt command
 * customize colours of save/restore/inputbox
 * WIN ROOMEDIT straight port, maybe have Reload Script button instead of shell to editor
 * change colour of "..." button in roomedit to make it easier to see
 * option to continue game anyway if sound init fails
 * add links to each messageboard to webpage
 * FileRead/WriteRawLine for reading text files
 * Community page - sort names alphabetically
 * more hotspots
 * animated inventory items
 * highlight words in speech/dialog in different colour if wrapped in [] or something
 * gui TEXT BOX
 * restore game immediate effect
 * import frames of FLC file as seperate sprites
 * add to CFG file option for directories to scan, to allow play from CD, etc
 * Use Inv on Inv unhandled_event
 * remove unused sprites somehow
 * alpha blending
 * character[].talking variable
 * make Instant transition work with fades (ie. make it black out the palette)
 * MOD % operator in text script
 * stop timer expiring while Wait() is in progress, or add IsInterfaceDisabled func
 * check out 2xsaldos scaling proggie for antialiasing stuff at hi-res
 * if followcharacter not by edge, place next to player character instead of leaving
 * add Inventory Compatibility mode (ie. call update_invorder every time)
 * more customizable inventory
 * mouse_button_held_down or something function
 * 960x600 gets placed in top-left corner
 * support 1024x768 or 800x600
 * MP3 speech
 * make a downloadabel version of the KB
 * on_event with MouseUp/MouseDown for GUI to pop up when mouse held down
 * Wait cursor while loading room
 * 16-bit mode that uses 8-bit background palette and 8-bit sprite palette
 * implement QFG4-style speech dialog
 * FLC background scenes
 * customize save/load with option to save thumbnail image of current game position
 * Flash support for movies
 * allow sound files in sub-dir to limit number of files in game folder
 * check running in 15-bit color conversions
 * mouse gets stuck in top-left corner in Roomedit on win2k
 * customize position of sierra-style speech window (eg. face on right)
 * colour tint for screen/walkable area (eg. tint red)
 * check importing 640x280 graphics at 640x400
 * drawing functions, eg. DrawLine, DrawPixel, etc
 * scripting bug with arrays of strings
 * add option to display images in letterbox borders
 * option to reduce all graphics to 256-color when converting game
 * pathfinder problem:
if targetX currentY, and there is a non-walkable area in between targetY and currentY, the character increases Xpos until he reaches a non-walkable area. instead, he should always check for when it's possible to increase Ypos. he'll walk to a far out point and then double back, instead of nicely walking around the object. once Ypos has reached TargetY, then Xpos can finish moving towards TargetX.
 * check 125x125 size character sprites in Characters tab
 * some way of darkening the entire room, eg when light switched off
 * priority of events to do when script finishes - should be in same order as they were
   in the script
 * (old multi-script)creating new scripts for repeatedly_Execute slows game down
 * sierra-style scrolling option
 * popup-YP BELOW option
 * more (20) mouse cursors
 * TTF fonts
 * list of user-friendly options for GUI button clicks
 * walk slower in scaled areas
 * game start on pressing OK in Win Setup
 * check graphics glitch with 320x200 game running at 640x400
 * enable multiple scripts to be run at once
 * make it so you can delete GUI buttons
 * export walk-behind/hotspot mask
 * stop Windows engine running in a window instead of full-screen
 * GUI radio buttons
 * remove white rectangel in bottom-right of roomedit when not rooms tab
 * allow full-screen (ie. 200-height) GUI
 * double-click event
 * character stands behind object; object should be hit-tested
 * if a walk-behind area + hotspot in front of character, takes priority.
 * move Enters Sreen after Fadein above Enters Screen in interaction list
 * way of player skipping cutscenes by pressing ESC / right button
 * scaled characters hit-testing with pixel-perfect detection is wrong
 * MPEG player
 - looping sfx
 - text field GUI object, for parser and save/load game
 - IsObjectAniatming
 - setting screen transition for each room
 - lock speech co-ords to virtual screen, not physical (scrolling oroms)
 - MP3 sound effects
 - walk slower when zoomed out
 - stop sfx on leaving room
 - allow locking sliders
 - check click open btton on LEC then inv item doesn't work
 - check using NewRoom runs First Time Enters scirpts even if not first time
 - make sure first-time-enters-screen only runs once
 - direction-dependant idle animations (not random loop)
 - option to turn dithering back on
 - put speech skipping into script (eg. IfSpeechDisplayed)
 - option to flip frames of animation left-to-right
 - increase max objects per room
 - export dialog as text option, for recording speech
 - mouseoverhotspot doesn't run if there's an object between the hotspot & screen
 - more hotspots
 - delete GUI buttons
 - color picker tool, to find out palette num of a color
 - lip-sync frame based on letter being said: (customizable scheme)
1 ., 
2 A
3 O
4 F/V 
5 D/N/G/L/R
6 B/P/M
7 Y/H/K/Q/C
8 I/T/E/X/th
9 U/W
10 S/Z/J/ch 
 - option for scaling to define level at top and bottom of walk area - gradual scaling
 - allow mouse hold down when cycling thru views
 - default message if can't use inv objects together
 - check global script compile error messes up sprite file
 - check first time enters screen happens twice
 - Fix Win engine Setup program (drop-down list is broken)
 - fix sierra inv window - scroll bar, customizable, etc
 - more transitions, eg. fade-between, marquee, etc
 - set/getobjectname
 - way of playing loops backwards in animation
 - IT music
 - speed up engine (esp prob with low-mem vid cards)
 - add drawing functions, eg. createLineOverlay
 - light setting for actual room; also adjustable light mask for fine control
 - automatically face characters in conversation
 - enable/disable walk-behind (for specific characters preferably)
 - option for speech text to appear in normal window, and also in teletype fashion
 - customize slider graphics
 - allow setting of idle animation speed
 - right-click on hotspot event
 - ambient  sound, maybe also positional
 - built-in credits function (supply text file & speed, it scrolls automaticallY)
 - anti-alias characters/objects
 - check hi-col inv items
 - roomedit cursor in dialog slow after testing game
 - longer global messages (use local message editor or summink)
 - FaceDirection function
 - background music playlist
 - option for GUI to change cursor when over it
 - option to disable diagonal movement for a character
 - scale objects
 - view (walkable-)areas for NPCs
 - allow changing of background colour in sprite manager
 - blocking MoveObject/MoveChar
 - Add a picture for the sliders
 - speed up fade out (making some kind of transition avaliable)
 - Someway for QFG2 Desert type walk-behinds... where the user goes down
   instead of foward.
 - if dialog interface is a text window, use it like qfg4 dialog boxes
 - DisplaySpeech max string length = 150 chars
 - FindNearestWalkableArea function
 - inventory window background
 - change cursor when over screen edge (eg. for "exit" cursor)
 - set character shade (overall, not area-specific)
 - hi-res walk-behind masks
 - non-blocking shakescreen func
 - sierra-style speech window reset to first frame instead of disappearing
 - check InterfaceOn in repeatedly_Execute locks up system
 - animating inventory items
 - anti-aliasing to smooth edges of characters
 - showdialogbox function, to do multiple-response dialog
 - increase max responses per interaction
 - auto-face option, to automatically face the player towards objects
 - change to using a more accurate positioning system (eg. 1000x1000)
 - check mouse responseiveness in Windows
 - roomedit stretch if high-res instead of tiny window
 - customizable save/load dialog
 - text input from player
 - allow user specify angles for movement
 - character rotate to direction of movement, like in SQ4
 - allow customiable sierra-style inv window
 - fix german translation to "du traegst nichts" (not tragst), or overhaul
   translation system completely. sldo "Weiter" not "Weiterspielen"
 - save speed/tempo of XM music in save games
 - play movie in background of screen
 - check mouse over static gui doesn't change pointer
 - change tempo of music, play 2 simulatneous music
 - AVI/MPG support in Win engine
 - walking speed 1 jumps to destination
 - walkable area have sound effect for foodsteps
 - more frames per loop, more animated backgrounds
 - fade-in object (eg. ObjectOnFade(x) - translucency)
 - new animation editor, where you can test animation etc. also g.script eidtor
 - multuple 256-col palettes in hi-col
 - movement paths, so in cutscenes characters can move in predefined paths
 - getinvpic
 - command to flip character horiz/vert
 - bug: setbackgroundframe pops up another frame
 - on_event (at least, on_score)
 - try all resolutions above what is required in engine
 - walk-behind mask resolution 640x400
 - increase max objects
 - speed up gui drawing
 - increase max hotspots
 - add back Delete Sprite
 - using FLC as animating backgournd
 - make Debug's teleport command take you to a walkable area on the scren
 - strip down size of default game
 - add eg. 16 palettes for hi-colour mode to save space with 8-bit sprites
 - export/import single gui element
 - lighting effects on objects/characters
 - translucency for walk-behinds
 - qfg4-dialog box
 - mouse hover text
 - allow deletion of buttons/labels/etc
 - check box, radio button on gui
 - night-time feature, darken screen
 - more transitions, eg those from animation shop - also fade to white/red
 - "New room" option in roomedit, delete characters
 - 960x600 res sprites
 - roomedit allow setting of default directory for gfx, sound, etc
 - debug option to type name of function to run
 - customizable conversation window (eg. skull in front of each option)
 - speed up gui drawing
 - dialog in seperate window customizable
 - flipv/h for individual character
 - inventory item can be used on its own (click in inv window activates it)
 - export art in sprite manager
 - script .view= must be view - 1
 - marker points in room - used as co-ordinates to move player to, etc and
   could also be used as entry points to the room. eg getMarkerX(4);
 - split up DAT file into sound.dat, rooms.dat, etc
 - naming sound/music in roomedit
 - custom normal mode names which show up in interaction windows
 - easy non-script based way of doing SetPlayerCharacter and ChangeCharView
 - increase number of commands per graphical script
 - customizable save/load dialogs
 - control speech frame within dialog script
 - animating buttons on gui
 - font import from bmp/pcx
 - ability to add text to screen in background
 - customizable sierra-style inventory window
 - keyboard control of character
 - ability to set text window font
 - text window type for each character
 - plug-in scripts
 - character view preset editor (to change default loop order)
 - SetObjectName (int object, string) : Change object's name.
 - SetHotspotName ( int hotspot, string) : Change hotspot's name.
 - ChangeInvGraphic (int inventory, int slot) : Change the image
   of an inventory item.
 - ChangeCharacterGraphic ( int charid, int slot) : Replace the current
   players image with image in slot "int slot" . Used for making animations
   without wasting views.
 - An option for Right clicking on characters will use talk mode.
 - Add an option in the ROOMS Options that specifies if this room is a map
   (with all interfaces off ) or not. So when entering this room all
   interfaces will be off and when exiting on.
 - scroll bar in sierra inventory
 - add display message to animation editor
 - z-ordering of Guis
 - increase number of topics per dialog
 - dialog box which you can add stuff to , eg. for cutscene
 - characters & objects should block at their base
 - fix roomedit 640x400 sprite bugs (eg. cursor screen)
 - multiple text windows, specify which one to use for various stuff
 - roomedit import sprite 640x400 only has cursor granularity 2
 - blocking movecharacter/movecharacterdirect
 - improve room loading speed with large games
 - add option for backrgound colour of inv window
 - make it possible to use text script for inventory descriptions, etc.
 - multiple language support in game
 - way to call global funcs from local script
 - graphical script "call text script" function
 - add hi-res masks for walk-behind
 - customizable save/restore dialogs
 - different vertical move speed to horizontal move speed
 - option to not draw bottom half of character in areas, ie. shallow water
 - fix bug when importing global func into room script
 - importing tiled animation sprites
 - support for naming global flags in grahpical script
 - flipv command to enable upside-down characters
 - more topics per dialog
 - dark effect - eg. for turning off the lights and just having torch
 - select character for global mesages
 - diagonal base lines
 - walk faster when scaled up, slower when scaled down
 - add speech bubble option for speech display
 - option to disable walking to walk-to spots on Interact & Talk
 - walk-lines, to help pathfinder with narrow areas
 - ability to export sprites, views, cursors, etc
 - delete folders in sprite mgr
 - inventory option for full-screne (like sam&max)
 - customizable invnetory window
 - custom fonts
 - interface previewer - preview pushed and mouseover pictures
 - built-in text editor instead of spawning DOS EDIT
 - sliding scrollbars (ie. you can drag the main bit up and down)
 - more than 10 objects per screen allowed
 - QFG-type battle system
 - improve the route finder
 - "beginner" mode in RoomEdit, to hide advanced features for beginners
 - support ASCII chars >=128
 - link a script to a view frame
 - per-room disabling of look, use and talk modes (not just walk as at present)
 - sub-rooms, like drawer/locker/etc in sierra games
 - optional text parser
 - map editor, to link rooms together
 - lip-sync animations
 - mouse-hover functions, like map in monkey island
 - new room/new game option without restarting roomedit
 - customizable install program which you can use to install your games
   on the user's computer
