Point & Click Template Help

PaybackPayback Member Posts: 1
edited March 2012 in Working with GS (Mac)
Design i can do, come up with ideas i can do but i have no clue in how to make a point and click system like Grisly manor is using (Firemaple Games) Tried talking to em about their script but wasnt for sale:P

So any points? Tips? Starters?

Thanks for Answers

Comments

  • quantumsheepquantumsheep Member Posts: 8,188
    edited March 2012
    I'm working on an adventure game right now.

    It. Is. Bloody. Hard. Work.

    The easy part is actually the 'coding'. Where it gets tricky is the design and planning. Keeping track of where everything goes and what unlocks what is time consuming, but can be fun too!

    What I've tried to do is use placeholder stuff for the mechanics of the game. This means objects are numbered 1-24, for example, and will be given names (like 'the gold key') later. So your mechanics, instead of being 'use the gold key to open the blue door' might be 'use object 4 to solve puzzle 9'.

    The details are worked out later.

    Confusing isn't it? But I'm hoping this makes the game more 'modular' which will make it easier to replicate for future games. You'll need the rosetta stone, if you will, that will tell you what each object, puzzle and location is, for example. And I think that's one of the reasons FMG doesn't sell his code - it would make no sense to anybody else without him sitting there for hours, perhaps days, explaining what every object did!

    Currently I have a few puzzles working, a tonne of images to create and list of locations, how they intertwine, where the objects are placed, where the puzzles are, a help system, a map, a possible conversation/cut-scene system and other stuff I won't mention!

    The game is mapped out on paper, but in-game I'm terrified of adding new locations in case I've forgotten something in my 'test' scene. You really have to account for EVERY eventuality!

    I think people don't realise just how hard these games are to make, really. After the success of Grisly Manor, many thought they'd try their hand at an adventure game. Only a small percentage of people actually made one. And an even smaller percentage made reasonably good ones.

    I wish you the best of luck though. Don't let me put you off! Just realise that it's not as simple as it first seems!

    QS :D
  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    QS said very true thing. I made point&click games myself, and I would never sell anyone any part of my code - it was the hardest thing I've ever made.
  • MotherHooseMotherHoose Member Posts: 2,456
    edited March 2012
    @Payback … 1st give yourself some time to learn GameSalad … do the Cookbook tutorials … and all the startUp videos

    look at the coding in the GS templates that are in the splashScreen "New" section…

    play around and have some fun getting actors to behave as you want
    ===
    point and click games … are easy … as long as you understand the flow of your game … and how to manipulate it … 8-}

    @};- MH
    QS messaged you.
  • Rob2Rob2 Member Posts: 2,402
    Use tables - one of GSs biggest failings is that deep code can get unmanageable and big actors become very slow to navigate. Having loads of data in a table/s helps getting that big picture view of the structure/contents of a project (or at least to jog your memory as to what you are dealing with!!)
  • DigiChainDigiChain Member, PRO Posts: 1,288
    I'd say so long as you plan it all out properly before you start, keep records of all your attributes and what each value represents (I do this on paper as I work) and just have the right kind of brain for it - point and click adventures aren't too difficult to pull off.

    I've just made my first proper point & click - and its taken 4 weeks from start to finish. Admittedly the graphic style is pretty simple - and its only a similar size to Grizly manor! Currently in review with Apple - so will announce when it gets approved...
  • PaybackPayback Member Posts: 1
    Currently im scetching down all the environments including all objects, only rough scetches tho.
    But yeah ill go through the cookbook and all tutorials.

    I'll get a few basics templates to play around with just to grasp GameSalad.

    Oh yeah its a mix of a interactive comic book and point & click game, so im really keen on getting this done but first i guess im off to a spaceinvaders ripoff:P
  • MotherHooseMotherHoose Member Posts: 2,456
    @Payback … Good for you!

    I am an old hand at programming … but, I did the Cookbook when it first came out … and do the videos … always like to get a tip to decrease frustration and learn a new trick!

    @};- MH
  • RPRP Member Posts: 1,990
    Keep us posted on the click and point project. I'd like to see how it comes out. I'm a big fan of the old point and click graphic adventures and had been considering doing one myself at some point. Should be interesting to hear about what types of hurdles and work arounds you run into.
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