AdventureKit: Development Mode

Since my last update, we have settled in Lecce, Italy for four weeks and I am back in the saddle and racing that horse as hard as I can towards the bright and glorious sunset that is AdventureKit 1.0.

Tortured metaphors aside, I have made some significant progress in the last two weeks. All of the Development tasks in my roadmap are just about complete which means I can now edit scenes directly on the iPad and have the changes appear in running scenes!

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Environment Practice: Lecce, Italy

Adventure games have a lot of environments and drawing them is not my strongest area. We’re currently in Italy so for the last few days I’ve been heading out to cafes to sit with a caffé (or a vino bianco) and practice.

This piece started out as a sketch of a possible protagonist and I just shoved a side of Lecce’s centre square underneath him.

Adventure Game Dialogue Part 2: Tool Options

In part 1 of this short series about adventure game dialogue, I used one of the first conversations in The Secret of Monkey Island as an example of the complexities involved in creating dynamic and believable dialogue in an adventure game.

In it, I mentioned that I might have accidentally become distracted by building my own dialogue editor. (If you’ve been following along with my journey into adventure games, you may be noticing a theme.)

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