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1
vote
0answers
34 views

Cinematographic camera manipulation techniques for a 2D adventure game [closed]

I'm coding a subsystem to manipulate camera for our 2D adventure game. I plan to support panning and zooming. Also, perhaps, rotation (but current scenario does not call for that). We also support ...
1
vote
0answers
95 views

Abstraction/architecture between interface and “scene” in adventure game [closed]

I'm tinkering with an idea for an adventure game but am unsure how to define scenes and tie them to the game. I've got an idea but it doesn't feel quite right. To save repetition, T&D = ...
2
votes
2answers
506 views

Where to find market research info on adventure games?

Looks like adventure games are on the rise again. There were several great releases in 2012, including brilliant and highly acclaimed Walking Dead from TellTale. Is there a market research that ...
2
votes
2answers
959 views

Create Adventure Game Scene/Room/Backdrop from Real Photo

Is there a suitable software or a good tutorial for creating 2D rooms/scenery for adventure games from real photos? Is it possible to achieve good results by using photos, or the hand-drawn style ...
-2
votes
2answers
729 views

Coding games similar to Machinarium in Java? [closed]

I wan't to see how great of an idea is to start a game project like Machinarium coded in Java. I'm not really good at Java yet, but it's the programming language I decided to go with first. Not really ...
-1
votes
1answer
1k views

Small adventure game

I'm making a small adventure game where the player can walk through Dungeons and meet scary characters: The whole thing is 20 java classes and I'm making this a standalone frame while it could very ...
10
votes
3answers
588 views

Coding different states in Adventure Games

I'm planning out an adventure game, and can't figure out what's the right way to implement the behaviour of a level depending on state of story progression. My single-player game features a huge ...
0
votes
1answer
542 views

class diagrams / design for an adventure game (rooms, objects, inventory)?

Any links to existing design (e.g. class diagrams, database ER diagrams) for a basic adventure game - i.e. that has the aspects of: rooms/locations (which you move between) objects which you collect ...
2
votes
2answers
2k views

Designing Collision Detection for 2D Rectangular Adventure/RPG

TLDR: I'm looking for an efficient way to detect collisions between irregular/small objects that are not a full tile size (like small cans) and a free-moving character in a 2D game. I'm planning to ...
9
votes
1answer
580 views

Organising levels / rooms in a MUD-style text based world

I'm thinking of writing a small text-based adventure game, but I'm not particularly sure how I should design the world from a technical standpoint. My first thought is to do it in XML, designed ...
14
votes
2answers
422 views

Avoiding impossible states in an adventure game

I'm looking at creating a fairly complex choose-your-own adventure style of game, but I'm looking for a technique or method to help with the game design. It will be a multi-branching story, and at ...
6
votes
4answers
657 views

Has a multi player graphic adventure* ever been made? [closed]

By graphic adventure, I mean point & click LucasArts-type games. Those games have a mostly linear structure in nature, and usually don't offer as many variants as other games types like action, ...
13
votes
6answers
2k views

Puzzle design in Adventure games

Creating interesting, original, logical, thoughtful puzzles is an art. What techniques and methods do you use to create good puzzles? Do you write storyline before designing puzzles or combine these ...
9
votes
3answers
445 views

How can I implement a command system for a point-and-click style adventure game?

I'm making a point and click adventure game, and I'm currently trying to figure out the best way to implement a command system. Assume a Monkey Island or Maniac Mansion style interface, with a ...