Game Development Community

Plan for Simon "Capn Love" Lamoureux

by Simon Love · 08/30/2005 (1:03 pm) · 12 comments

Greetings, y'all!

I never thought I'd rack up the courage to pop my .plan cherry, but seeing as so many .plans these days run along the lines of 'I'm new, I will create great games.', I figured I'd give it a try.

First of all, adventure games and what I'm trying to do.

I love old-school adventure games for one simple reason : story. I know there have been many discussions in the GG community about the importance of story in games. I can see convincing arguments from both sides, but if I look at games I've played and still remember, it's not the great gameplay that matters 15 years afterwards, it's the relation you had with the game.

The games I remember most fondly are the ones where the actual game mechanics let you play a part in the storytelling. Some games that rely solely on cutscenes to convey their plot have awesome stories, and I don't mean to take anything away from them. What I'm saying is that I prefer unraveling the story as I explore a virtual world, making choices that affect the storytelling experience. Playing with actual mechanics that allow me to discover secrets and feel involved. Another thing that I find is sorely lacking from most modern games is the repetition of actions.

Take any game, and analyze its mechanics. More often than not, you'll find that jumping, running, crouching has absolutely nothing to do with how the story develops. In adventure games I remember, even though the animations were often lacking, everything was possible, especially with parsers. Of course, I realize that even the parser was built on a set of pre-determined words and that everything was not possible. But these games allowed you to use many objects, talk with many people and figure out your way out of countless situations that rarely repeated themselves. I'm not saying they were perfect, but I loved the fact that progressing through a game held other surprises than the 'oh, that boss is original' moments.

So, from this love was born what I jokingly call my LLOD technology. LLOD stands for literary level of detail. Basically, as you move your mouse over various objects on the screen, the llod engine will write out textual descriptions to what I like to call the story log. If your mouse hovers over an object for a long time, descriptions will be more in-depth. Think of it as a sort of narrator which gives you as little or as much detail as you want when exploring the game world. If you prefer running through rooms, only glancing around the room real quick, no problem. If you're a freak like me, and you'd like the computer to tell you all about that rock over there, you can too. While it's not necessarily game-relevant information, I think it does help the immersive quality of the game.

Second, T2d.

T2d let me realize my dream. Inspired by the image Datablock editor and SCIstudio (a program which emulates old sierra games, and provides insight on how they were created), I began creating an editor which allows me to set priorities to background elements, having 2d sprite characters walk around these environments, getting progressively darker as they walk off in the distance, and lighter as they approach the camera. Once my prototype is complete (1-2 weeks tops), I believe T2d will have its own adventure game-maker. It even creates its own datablocks from png files, no need to write those endless datablocks.cs files :)

Writing a tool like this has taught me so much about T2D, and showed me how easy it is to write tools that help you make exactly the kind of games you want to make, as long as you know where you're going.

Making a 2d adventure game engine might seem stupid to some, as 3d technology is all around us. But this isn't about the graphics, it's about storytelling, pure and simple. And the stylized 2d rendition of environments just makes it feel unique. I have watched Sin City countless times, and it is one of those rare movies that really talks to me. What I'm saying is, adventure games stimulated my imagination, most modern games don't, period. And when your imagination is working, like when you're reading a book, it makes the experience that much more personal.

So, by providing compelling stories told in ways that stimulate the imagination of its 'readers', I believe we can touch an audience that is bigger than we might think.

I'll shut up for now, what I mean is, hello, I'm Simon and I will make great games!

#1
08/30/2005 (1:18 pm)
great plan. now all you need is a plan with images and you're golden.
#2
08/30/2005 (2:38 pm)
excellent stuff I look forward to seeing it. still after 20 odd years of gaming several adventure games are in my top10 games list.
#3
08/30/2005 (4:54 pm)
This adventure idea is really interesting. I'm intrested to see how you can get it to pan out. I wonder, would AGS be a better development platform from which to make your game? It harbors the same style of gameplay found in Quest for Glory, Leisure Suit Larry, King's Quest, et. al.

Great plan.
#4
08/30/2005 (6:03 pm)
Cool. I will be following this with interest. I love 2D adventure games. I'm sure we can't be the only people on here...
#5
08/30/2005 (7:23 pm)
Screenshots shall be posted in the coming weeks. And they shall be fantastic!

@John : AGS seems to be a great tool! I'll download it and give it a go for sure. It seems to have all the features I like. But even if it ends up being exactly what I wanted to create, T2d has so much potential...With AGS and SCIstudio, you can create what I call 'static' environments...throw in the physics of T2d, the particle effects, the camera system (zoom in on important spots), and...well, my mind is filled with cool stuff I'd like to try.

@Martin : Soon, we will rule the world....mwahahahaha..

On a side-note, the first game I've ever played was leisure suit larry 2 when I was 8 or sumthing. That might explain why I say weird stuff and why I love these kind of games.
#6
08/31/2005 (2:11 am)
I can't remember playing/enjoying too many adventure games as a youngster, however, your initial ideas and game mechanics even have this bitter fool's interest sparked! Keep us posted!
#7
08/31/2005 (9:40 am)
Look forward to seeing how things go :)
#8
09/11/2005 (4:16 pm)
Wow. Adventure games are my thing, and I'm really intrigued by your LLOD concept. This is the first really different adventure game concept I've encountered in a long while. I think it also has some very interesting applications for education projects. And the "chiaroscurro" effect -- brilliant.

I've looked at all of the existing adventure game engines I can find, and each one has something I don't like about it (including AGS.) I'm hoping to find a way to make adventure games in T2D, and eventurally to use T2D to add puzzles to TGE driven 3D adventure games (although I prefer 2D. May be a motion sickness thing.) The adventure game engines almost all have trial versions you can download. Studying them gives you an excellent idea of what is needed to make an adventure game engine.

As for it being stupid to create a 2D engine, absolutely not! Like Mark Twain, the reports of the death of adventure games are greatly exagerated. For those of you who are fans of the genre, there are some interesting new adventure games on the horizon. Check out these sites:

The Vampire Story (Autumn Moon Entertainment www.amegames.com )
Indigo Prophecy (aka Farenheit, a paranormal thriller www.atari.com/fahrenheit/)
And Then There Were None (www.agathachristiegame.com/)
Ankh (www.rebel-games.com -- the site is down right now but there is a preview at
http://www.adventuregamers.com/article/id,531)
Myst V: End of Ages (I'm not a big Myst fan -- but check it out: http://www.cyan.com/)

and many, many more.

I think T2D and/or TGE could be used to build any of them. The key is having the right story, the right vision, and the right production values to make it feel as professional as these do. (TGE is being used right now to make King's Quest 9.)

While I'm at it, my first stops for adventure game news:

www.adventuredevelopers.com (databases of adventure game engines and adventure games
(including LOTS of indy games.)

www.adventuregamers.com (Everything about adventure games published and in the works,
including reviews. Interesting underground feature series almost at its end: "Adventure
Architect" which follows a writer/first time adventure game developer from initial concept to
(hopefully) release. Part One starts here: http://www.adventuregamers.com/article/id,142. By
the way, the game is created with AGS.)

If you have a particular nostalgic favorite game, you may find a remake of it that will run on your current machine at one of these sites.

Didn't mean to write a book on your plan, but as you may be able to tell, I'm psyched. As for your 2D adventure game engine, if I can help, I'm ready. Testing, documentation, you name it.
#9
09/11/2005 (4:54 pm)
@Kim : Thank you for the kind words. The engine is moving right along at a steady pace, although there is always the concept of 'paying the bills' and earning money that I have to deal with for the time being. So, as soon as I have something show-able (Which means a basic room with LLOD objects, collisions and all), I'll post it on GG's site. It's all torque script, which means it might not be awesomely fast, but so far the editor works better than I had expected.

Soooooooooooon. Before halloween probably, I'll have something interesting to show y'all :)
#10
10/12/2005 (9:49 am)
Ok, Simon, its before Halloween! ...Well, Okay, it's 19 days before Halloween, but I'm my way out to get a pumpkin. I know its bad of me, but I just can't help myself -- I'm wondering how things are going. Please don't stop what you're doing, but if you decide to take a break....
#11
10/12/2005 (10:06 am)
yes yes, an update is in order. Thanks for reminding me, mom...er...Kim hehehehehe j/k

Well, folks! Bad news first, My LLOD system is far from finished.
The concept has morphed into something else entirely, while still retaining the same basic functionality.

Why is that? "But, Simon, you promised an adventure game engine to us? How could you?"

I am a bad person, that's all there is to it :)

I could also mention that while everything looks awesome on paper, there's always something you overlook. Imagine each function of your basic story-telling mechanic, each of them working fine in their own little virtual world...then imagine that this function has to talk to this other function, but in order to do that, the function should probably be modified a bit...a lot...that function is useless!!! oh my god I can't believe I coded all this for nothing!!! ARGGGGH.

So, my point is, it's so easy to draw a basic outline of what you want to do. It's also very easy to think that everything works exactly like you want it to, at all levels. But that is simply not the case.

So the development has not halted, it has merely taken a turn towards something a bit more game-specific. Sorry guys, this was not meant to be.

I said
"Once my prototype is complete (1-2 weeks tops), I believe T2d will have its own adventure game-maker. It even creates its own datablocks from png files, no need to write those endless datablocks.cs files :)"
Well, multiply that 1-2 weeks by the answer to life. and you'll get a fairly wrong estimate, but not as wrong as 1-2 weeks :)
#12
10/12/2005 (12:53 pm)
(Sob, sob, sob. Sound of heart breaking.)

Sorry to hear that (sorry for me, not you! You may have just dodged a bullet...)

Seriously, I -- we? -- understand the vast difference between creating what you need for the task at hand and creating an general purpose tool that others can really use.

Still looking forward to hearing more about what you're actually doing, so please keep a plan going. And maybe someday you'll get back to the adventure game maker. If some else doesn't do it first. Hint, hint!