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Issue #37/T2D Adventure Core .plan #2.

Issue #37/T2D Adventure Core .plan #2.
Name:Jared Coliadis
Date Posted:Jan 04, 2006
Rating:4.0 out of 5
Public:YES
Comments:YES
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Blog post
I'll try to keep this short since I have to be at class in 8 hours, and I need to start sleeping before then.

In case you missed my last plan, I'm the lead developer of a T2D-powered point-and-click adventure game. In addition to the game itself, I'll make the front-end tools available if the community has a demand for it. Anyhow, my first progress report...

The front-end process is going rather smoothly, but I've just been busy with numerous other things to dedicate entire days to it right now.

I'm making sure that the levels are as painless as possible to create. All that a developer needs to do to make a room work with the tools is dedicate a layer of collisions for where the characters can't walk, a layer defining what objects in the playing field the characters should maneuver around, and a layer to specify where to place nodes for pathfinding.

Characters are defined with a single call, with just a parameter specifying what group of imagemaps to use. All a developer needs to do is use my naming scheme for animations (e.g. grandmaLeft, grandmaTalk, etc...) and it will handle the rest. If there are other tweaks such as walking speed and other minor things that need to be changed, they are only a call away. Each character gets their own dialog box as well, and it's just as simple as:

%grandma.speakLine("How's it going?");

to have it handle the animations, dialog box, and other minor tasks.

I have also developed a task queuing system, which I call ActionSequence objects. Each character is assigned one, and adding an action to the queue is as easy as:

%grandma.addLine("What's this?", 3000);
%grandma.addLine("That's not what I ordered...", 4000);
%grandma.addMove(%item.getPosition(), 10000);
%grandma.startSequence();

and all of the actions are done with the delay specified in the second parameter. If the player is the type who likes to skip dialog fast, he can easily skip lines by clicking the mouse and the ActionSequence still executes properly.

Item selection is my most recent task and ActionSequence objects are making it a breeze. I can see broad potential for these objects throughout pretty much any game that want scripted sequences, or multiple actions performed.

A nice subtle effect I've automated as well is sprite scaling. A scene has a user-defined value to how largely the characters will scale their size based off of their y-position. It gives a really nice pseudo-3D effect, and is automatically handled by any characters.

Next on the agenda is transitioning between scenes, starting up the inventory system, and fixing some more pathfinding bugs. Hopefully these tools will soon be stable enough to actually start development on actual game content.

This picture doesn't really show much of what is going on, but this level instance was created with just with a few tweaks in the tile editor and approximately 10 lines of level specific code.


I'll try to keep everyone updated,
/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.

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Ben Garney   (Jan 04, 2006 at 07:03 GMT)
Very cool. Nice progress. :)

Jesse (Midhir) Liles   (Jan 04, 2006 at 12:58 GMT)
I like it... I think point and click adventures died prematurely and it's cool to see you making one with Torque. =)

Kirby Webber   (Jan 04, 2006 at 17:15 GMT)
Love the art style!

Looking really nice.

Jared Coliadis   (Jan 04, 2006 at 19:05 GMT)
Yeah, our artist has been creating some amazing environments for this. Her style is exactly what we were looking for, and she is a Monkey Island fan to boot.

Melv May   (Jan 05, 2006 at 07:45 GMT)
Quote:

I'll try to keep everyone updated

You better! Oh man, Monkey-Island here we come. Yay!!

Quote:

I think point and click adventures died prematurely and it's cool to see you making one with Torque.

Couldn't agree more!

- Melv.

Kim Ball   (Jan 09, 2006 at 19:18 GMT)   Resource Rating: 5
This is awsome, Jared! There is definitely demand for the tools, and there is definitely a commercial market for these games. I've investigated just about every adventure game engine out there, and there is always something about them that I'm not satisfied with. To have the combination of garage games technology and the core tools you describe sounds just about perfect to me.

Andy   (Apr 13, 2006 at 01:54 GMT)
wow, i am andy, just now i have read your blog, nice! i play games at http://www.yaodownload.com/games/ , there are many wonderful games there, action games, adventure games, ect. if you are interested in, check it!

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