Previous Blog Next Blog
Prev/Next Blog
by date

Plan for Jared Coliadis

Plan for Jared Coliadis
Name:Jared Coliadis
Date Posted:Dec 15, 2005
Rating:Not Rated
Public:YES
Comments:YES
RSS Feed:GarageGames Blog feedor Subscribe with .
Profile Page:View profile page for Jared Coliadis

Blog post
Official announcement of both the first title from Nevo Games: Issue #37, and the T2D Adventure Core.
After several months of pre-production planning/writing, Nevo Games (name pending) is proud to announce that production has begun on our T2D point-and-click adventure game Issue #37. We are currently estimating approximately a year of development time, but our progress has been promising so far.

If anyone is fimiliar with the classic Lucasarts point-and-click adventure games, (Monkey Island, Day of the Tentacle, Full Throttle, The Dig, etc.) you'll be excited to hear that these gaming classics are our greatest inspiration. While SCUMM and similar engines are available as freeware, these platforms are very dated. We wanted non-pixelated graphics and a lot of flexibility, so I have taken it upon myself to create the T2D Adventure Core (name also pending) to power Issue #37.

So, what's the T2D Adventure Core consist of?
This is my first draft of what the Adventure Core will contain. It lists what streamlined modifications I think will be needed to simplify the development cycle of Issue #37, or any other point-and-click adventure games. Note that this is a first draft, and features may be added/cut as development/testing is perfomed.

Yes, I do plan on keeping this as abstract as I can so other games can use these tools easily. If there is enough of a demand for it, (or if GG might be interested in supporting it, ;) ) I might release it as a pack when it is stable enough to use.

First Draft Specifications

Navigation

Pathfinding
Scene Transitions
Item Selection
Inventory

Dialog

Transitioning multiple statements
Response Options
Altering Options depending on events/response given
Removing Responses that have become irrelevant
Keeping conversation in context!
Sub-dialogs within a dialog (e.g. multiple responses to a question that can be answered multiple times)
Dialog as a response to an action
UI to create conversations


Scripted Sequences

Timing
Limiting player control, but allowing him to skip dialogue
Possible UI to create scripted sequences
Keeping code simple for end programmer


Game State

Objective Triggers
Conversation Triggers
Item Triggers
Keeping state data clean and in context


Game World

Animated Objects (mostly players and anything that moves)
Inventory Item (Anything that can be stored in the inventory)
World Item (Switches and other puzzle-ish interactive items)
Map
Locational Data (Level Data and World Data)
Streamlined Saving/Loading
Spawning/Destroying objects

-----------------------------------------------------------------------------------------------------------------------------------

So the Adventure Core sounds neat, but what's this game you were talking about?

Very Brief Issue #37 Synopsis

A group of comic-book and science obsessed teenagers are dedicated to find the rarest issue of their favorite comic book series. They must earn the rest of the money they need through jobs, favors, and other mischevious deeds. Conflict brews when they face a rival comic-book gang in pursuit of the same coveted item. All of this, and much, much more just to somehow locate this final comic of their favorite scientist super-hero.

Our artist is creating some wonderful work for us so far, and we may pick up a second artist to handle animations and other art.

Here is some early concept art of a few characters...




...and here are some of her amazing environments she's been creating...
The meeting room...


A little sister's room...


And finally, we have our first animated character. This is the main character's grandma.



Like I said, we're all very excited about this project. Our current goal to shoot for is next year's IGF student showcase, but if we are continually making good progress, we might even enter in the "official" IGF competition instead.

I'd love to hear what the community has to say about our project, so feel free to ask comments/questions/etc.

Thanks for reading,
/Jared

Recent Blog Posts
List:08/14/06 - I'm still here...again.
05/15/06 - I'm still here.
04/10/06 - GIDj: SpaceChase
04/04/06 - Motivation, Reaching that last 25%, and plans for the future.
02/19/06 - Interfaces, Inspiration, Intrigue, and Intent.
01/29/06 - Streamlining! Streamlining. Streamlining?
01/12/06 - Issue #37/T2D Adventure Core Update #3.
01/04/06 - Issue #37/T2D Adventure Core .plan #2.

Submit ResourceSubmit your own resources!

Melv May   (Dec 15, 2005 at 09:39 GMT)
Awesome. This plan woke me up this morning! It'd be great if you can provide regular updates/tasters as you progress. The yet to be named "adventure core" is a great idea. Putting the front-end tools to this as well as doing an actual game from it will obviously be challenging but a potentially goldmine if you get it right.

I'm sure that as soon as anyone can "look see" the adventure-core, they'll be able to determine if it's something that's worth promoting and/or helping out with. I hope we're all giddy with excitement a year on from now. :)

The best of luck!

- Melv.

Vashner   (Dec 15, 2005 at 17:24 GMT)
Good plan. If I was not so addicted to shaders now I would work on T2d....

abc   (Dec 15, 2005 at 19:25 GMT)
I would worry about the competiveness of this against the many, many free tools available to make graphic adventures(the most popular of these being Adventure Game Studio, though I've seen other promising offerings come and go). The thing is, T2D isn't going to offer that many advantages - it has a lot of elements that are extraneous for this kind of game - and it could even pose a DISadvantage by requiring hardware support.

Most adventure authors now are amateurs who are interested from a nostalgic perspective in making something "like Sierra" or "like Lucasarts." They also have limited time; both of these factors mean that they use 320x200 and midi music even though technically better options are available. The people that are interested in going beyond that constitute a very small minority. So when you say you want something with "non-pixelated graphics and a lot of flexibility" you voice an opinion that is actually quite uncommon. There is a very niche commercial market doing adventures, and they seem to be the only ones pushing for that sort of thing.

That said, it might still be a good and successful tool, but only if it can be made even easier to use than the existing options :)

Jared Coliadis   (Dec 15, 2005 at 20:08 GMT)
@Melv,
I'm very glad to hear you are excited about this project. I do plan on keeping updates on the progress of both the front-end and the game itself. The core (hopefully) will be in a near-complete state sometime much sooner than the game, but I *might* wait until the game is complete before I would release the core.

@James,
Yeah, I'm aware of the plethora of existing tools, and some games produced with the Adventure Game Studio are pretty impressive (the name escapes me, but it has something to do with a wizard's assistant). As of right now, we intend our game to be more of a cooperative portfolio of students who all share an interest to join the game industry. We are striving for quality instead of marketability for the game.

I think that the front-end, on the other hand, has some market appeal. I've read a few threads of other T2D developers inquiring about creating point-and-click adventures. It will always be a niche market, but there is some interest. I don't intend to make much out of it, but if enough interest is generated in the community, I'll look into what options I have as far as releasing the core.

You must be a member and be logged in to either append comments or rate this resource.