Make Your Own Point And Click Adventures 24
Thanks to Jakob for pointing to a Boomtown.net article discussing independent developers keeping point and click adventures alive on the PC. The article is headed "..most of us remember with fondness the Monkey Island era of point and clicks, but now fans of the genre are making their own", and has links to a number of fan/indie-developed games such as Pleurghburg: Dark Ages or the in-development Project Joe, plus free adventure game engines such as Adventure Game Studio and AGAST.
Of course this game genre is near extinction. (Score:4, Interesting)
I can play games like this once and that's it.
What more can you do with linear games such as the ones described in this story.
Dolemite
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Re:Of course this game genre is near extinction. (Score:1)
Good adventure games like this can not be replayed, but they can be remembered with fondness.
Re:Of course this game genre is near extinction. (Score:4, Interesting)
Yup. (Score:2)
Dolemite
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Re:Of course this game genre is near extinction. (Score:2)
I want to praise RPGS, and their singular style, but more and more I find myself not finishing games.
Re:Of course this game genre is near extinction. (Score:1)
Re:Of course this game genre is near extinction. (Score:2, Insightful)
In terms of why would anyone want to play this kind of game, I view these games as a story or a world to be discovered. I also don't necessarily want to play
Re:Of course this game genre is near extinction. (Score:3, Interesting)
Adventures and RPG's, however, have a much different place in my game collection. Some of the point and click adventures, as mentioned here, can be very static, but many others have plenty of replay value. RPG's, particularly ones released for the consoles such as the SNES and PS
Re:Of course this game genre is near extinction. (Score:2)
Who says one player games are linear?
Look at something like Deus Ex.
By placing multiple solutions to every puzzle, and affects that it makes to future stories, you can make a VERY complex and replayable game.
It just needs effort and desire poured into it.
Who does the art? (Score:5, Insightful)
However, I could never come up with the art needed for the graphical adventure.
I think it's a rare person who has the talents of putting together a good story, good puzzles, and good artwork in order to use these tools.
Re:Who does the art? (Score:1)
Re:Who does the art? (Score:2)
So I guess the short answer is "use other people's art tools".
Like these guys (Score:4, Interesting)
high quality freeware games with a razor sharp wit... like Oscar Wilde meets King's Quest.
The preceding paragraph was a complete lie.
Re:Like these guys (Score:2, Informative)
old school games (Score:1)
ScummVM (Score:2, Informative)
Re:ScummVM (Score:1)
Really, how so? There isn't any mention of rolling your own on the main SCUMMVM page, the faqs, or the mailing lists. In the documentation, there's one section entitled "The inComplete SCUMM Reference Guide" that looks woefully incomplete indeed, basically leaving it at "Well, we know a good bit about the format, so theoretically, you could build one yourself."
Which is unfortunate, since after reading this article, I fi
HTML TADS (Score:2, Interesting)
Plug, plug, plug - Loki! (Score:4, Informative)
www.sorsegods.co.uk
We've been working on it (very part time) for bloody ages and we're finally coming to the point where the engine is working well and the graphics are coming together too!
Hooray for us.
Adventure Game Studio Classics (Score:1)
figures, just did my own (Score:2)
I hate catching a craze a month late, when I could simply skim off the labors of others instead
(Mind you, it only takes 1 week to make one, using Tcl/Tk, and said engine then works on Linux/Win/Mac. Just a little language advocacy.)