The next step in Adventure Games in Gamesalad
Hello everyone,
those who know me around here know that I tend to improve on other people's templates since I'm not a great programmer, altough I understand the coding in Gamesalad. In the past I've used Stormy Studio's 3D pseudo blocks and created other different uses and such (like top view), recently made a Deep Blue Apps water flow example and made a full template, for "Where's my Water" type of games. I like to improve and make things Gamesalad isn't capable of (or it this!).
For a while, I had a great template by Stormy, the 360 degrees room template. It allows for the user to rotate 360 degrees in a room, as well as looking up and down. It's a much more immersive experience than the "normal" iphone adventure game, where you go from room to room by clicking arrows. I'm now creating a mini game that has all the features of a regular adventure game, but allowing 360 degrees freedom (think something in the lines of Myst IV). For the text displaying, I've used an old Deep Blue Apps adventure template and updated it for working with tables. The inventory is adapted from another template by Stormy and updated to my needs.
What is nice so far (besides the 360 degrees of course) is that a clickable object doesn't conflict with the drag command and so forth; you don't accidently click an object when dragging your finger, and that it works at 60fps on ipod 4th gen.
Check the small video and tell me what you think.
those who know me around here know that I tend to improve on other people's templates since I'm not a great programmer, altough I understand the coding in Gamesalad. In the past I've used Stormy Studio's 3D pseudo blocks and created other different uses and such (like top view), recently made a Deep Blue Apps water flow example and made a full template, for "Where's my Water" type of games. I like to improve and make things Gamesalad isn't capable of (or it this!).
For a while, I had a great template by Stormy, the 360 degrees room template. It allows for the user to rotate 360 degrees in a room, as well as looking up and down. It's a much more immersive experience than the "normal" iphone adventure game, where you go from room to room by clicking arrows. I'm now creating a mini game that has all the features of a regular adventure game, but allowing 360 degrees freedom (think something in the lines of Myst IV). For the text displaying, I've used an old Deep Blue Apps adventure template and updated it for working with tables. The inventory is adapted from another template by Stormy and updated to my needs.
What is nice so far (besides the 360 degrees of course) is that a clickable object doesn't conflict with the drag command and so forth; you don't accidently click an object when dragging your finger, and that it works at 60fps on ipod 4th gen.
Check the small video and tell me what you think.
Comments
I'm having a major bug I guess. I have an attribute for the text box that it's called "textbox". When the player clicks an interactive object, it reads from a table and displays the textbox object; then the "textbox" attribute returns to 0. For a weird reason, I'm only being able to display the first row and column of the table, as with the others it only displays the textbox object and not the text. Any ideas? It's really strange!
Meanwhile, I've tried to add particle effects + object animation to make it more "atmospheric". While using 3 particle actors (around 90 particles at the same time), plus animated background and the key actor all in the same scenario part I got 46-47 fps instead of 60, but still very playable. I'm testing the inventory , as seen in the example video, with the simple "unlock my door" test. Also improved the text box.
One thing I would say, is that the traditional 'picturebook' style of adventure games is popular and works well.
i.e. it's established!
I understand the want to make something that stands out on a technical level, but really I've found games that try this are less accessible and definitely more confusing (to me, anyway).
I remember an adventure game a couple of years ago that scoffed at the picturebook method as being outdated and used a similar 360 degree view. Yet every review of the game basically said players were confused and felt lost navigating through the game.
Just food for thought, and I wish you luck!
QS =
DI also like the picturebook style of adventure when it's really well done (FireMaple Games, for example, with rooms that connect with each other, that have a "drag" effect).
But many times you find in the app store completely static adventures.
In this method I'm using you can't rotate freely, yet a drag to the right or left will get you to the next image. I guess the secret here to not feel confused is the images chosen. If they connect correctly (like a perfect skybox, for example) they will feel "real" and good looking and help the player not to feel lost. As for the core gameplay, it's like any other adventure, but you can search and use items on any part of the scenery.
Now I've added a custom textbox for the inventory pick up display. I've added also a fade out transition between scenes to spruce it up a bit. I'm playing other adventure games to see the nice and subtle features they have.
Good luck with this, keep us updated.
I'd obviously hoped to go down a similar route when I was working on Dark Asylum but the project is now pretty much permanently on hold as other ideas have taken over.
Thanks again for the template shout outs and can't wait to buy this in the future.
Yes I remembered Dark Asylum and wished I could have tested it or seen more.
Now a small video showing interaction with light effects, particles and subtle "hidden messages" reveal. The graphics are most placeholders, but I'm trying to develop a work flow method and then will make a small game, as many would like to play it (including my girlfriend) .
As for light and such, I'm pretty much done, now I'm going for the most complex puzzles functionality. And Stormy, one of the puzzles will feature functions you know really well! Stay tuned
I'm intrigued by the puzzle that I'll know really well. Hmm..
Awesome cant wait to see it
1.Like in Myst, where the hand cursor is semi transparent:
2.Or like in Dracula Games where is full colour and I guess it can damage the immersion a bit :
What type do you guys think is better? Or even a third option, with no path help.
Thanks!