Month: November 2020 (Page 2 of 2)

All hail AC

One of the joys of using a well established game engine like UNITY is the power it gives you to get into the detail. Unfortunately the main problem is also the power it gives you to get into the detail.

Preparing a scene and interactions in UNITY (with AC)

Without doubt the key reason I’m even attempting another point and click game is because of the incredible work done by Chris Burton at Ice Box Studios in creating Adventure Creator (AC) for UNITY.

Throughout the process I’ll post screengrabs and a few articles about the tech infrastructure in the background. I know there’s some geeks out there that will be interested and equally people who have a passion for screenwriting or storytelling and might see these tools and maybe have a try themselves.

More often than not these screenshots will be showing some of the great tools Chris has made to rise above some of this detail and speed the game making process up.

As a first tech treat, here’s just a snippet of a single dialogue tree with “hobo joe” one of the first NPCs you’ll come across in Poly City.

Just one branch of Hobo Joe’s conversation tree… and he’s drunk!

From this snippet you should be able to just about make out the many “wires” that connect each piece of dialogue and the multiple branch points that give the end user that classic “choose your response” during conversations.

For the non-technical this might look daunting, but it works really well for stringing together pretty complex chains of conversation. AC also uses the same node based editor for all action sequences, so right in the middle of a conversation you can trigger a camera cut, a piece of animation, a sound effect or anything you need to move the story along.

The classic multiple dialogue option list

I’ve personally colour coded different action types, so it’s easy at a glance to see what is dialogue, camera moves or other triggers. It’s a great system and drives so much of the efficiency behind the Adventure Creator plugin.

You’d think I was on commission! But genuinely I’m not, it’s just a great set of tools that let people like me realise their dream of creating a proper point and click adventure!

Plan it, bin it and plan it again

So given everything I said about setting realistic goals, One thing I really want to achieve with Poly City is a solid story.

This meant before I even got in front of a computer, a year’s supply of post it notes, pens and paper were bought.

It was no coincidence that the UK had just been placed into lockdown during our first wave of covid19 and it felt like we were stockpiling everything. If nothing else the 20 Meter roll of art paper and colourful self adhesive sheets, could be used to stock our bathroom during the great toilet roll shortage of April 2020.

Thankfully being one of the best summer’s we’d had in years (typically during lockdown) those post it notes started to spread around the garden too, giving us a break from our 4 walls.

The key point for all of this planning was to ensure I had a solid story with real motivation to solve the puzzles along the way. It was to also avoid some of the pain of my previous games, which tended to evolve organically and spiral out of scope.

The godfather of the Point and Click Genre Ron Gilbert swears by the PDC or puzzle dependency chart for this very task, something pivotal to creating a cohesive adventure game with multiple concurrent tasks and a feeling of progression for the player.

Not actually a PDC (that would give the game away!) but a narrative flow of the key story points

Without his wise teachings from his blog and his work on the SCUMM engine, (leading to the incredible Monkey Island games) I doubt I’d ever have got into this stuff in the first place.

Thanks Ron.

Know your limits – (yes you)

If there’s something I learnt from making my previous adventure game Something Fowl Afoot it’s to set realistic goals. I actually started writing that game over 10 years ago as a quick free time project and ended up sinking thousands of hours into hand drawn animation, coding and narrative which over it’s lifetime was ported and rewritten in at least 2 different engines and languages.

It was a painful realisation the day I decided to set it free that I’d lost control of it and couldn’t even properly bug test it anymore. It had got out of control and to this day I still wish I could fix it’s problems and release it.

Everyone I’ve ever followed in the indie game community says the same thing.. SET REALISTIC GOALS but nobody (including me) ever listens.

The problem is many of us are perfectionists and we want the thing we’re creating to look, play and sound as good as it can, we dream big, we aim high.. and that makes the fall more painful when it inevitably comes.

The honest truth is with a busy fulltime job, family life and two stupid dogs to entertain, you have to reign in your ideas… just a little.

So this time I’m approaching things a little differently…

Firstly I’m using UNITY, something I’ve been using professionally in my fulltime job for years. It’s an engine and a language (C#) that isn’t going away, with great bug testing tools and addons to speed up the development time.

Secondly, this time I’m not creating the graphics from scratch, I’m leveraging on the incredible skills of the larger UNITY community and paying some of those talented content creators for their brilliant models and then adapting and editing them myself, making a few bespoke special things on the way.

This means a new graphical style which is a departure from my usual hand-drawn method from my previous games like Fantasy Quest, but I’m really pleased with the way things are looking a few months in.

So here I go, promising myself not to aim too high, not to dream too big.

Wish me luck 🙂

A tiny teaser

To mark this weekend’s launch of the blog and facebook page, I thought what better way to thank everyone for liking and following by releasing the first sneak peak of the game, so here we go..

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