I just downloaded both the Reality Factory toolkit and demos, and as I played the latter my impressions changed from total skepticism to utter awe. Now I'm faced with a dilemma, as the game I'm planning to write - "The Ambers of Dream" - is going to be rather long and complex graphic adventure with some action elements thrown in. My first engine of choice for this project was Wintermute (http://www.dead-code.org), but as I spotted chance of creating a game in full 3d, with a tool as easy to use as RF and rendering engine as powerful as Genesis3d, I thought I'd revise my decision. However, I'm concerned with the fact that most of the games created with RF were either short technology demos, or equally short dungeon romps/first person shooters, with only "House of shadows" demonstrating possibility of making a graphic adventure in this enviroment. What are the limitations of RF as a game designing tool? What level of complexity of game design does it allow? How flexible is the scripting language with regards to coding game logic? Is it fit for more ambitious projects - or only for indie shorties?
I would be glad if you helped me out with this problem

BTW, if you have time, drop by alekmosingiewicz.cjb.net - a site devoted to rather modest 2d adventure I'm making with AGS at the moment.