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.
It has been almost a month since I last launched my AdventureKit Xcode project.
We have been doing some travelling in that time and I am now in Italy where there are many things to see and do (including the consuming of much delicious food and wine).
This time with some UI elements to make it feel a little more like I’m making progress.
Now that I’m starting to get into designing an adventure game, it’s time to come up with some concepts! How about an adventure set at a rural gas station late at night when it’s raining?
I part 1 I mentioned that using plain text as a game dialogue format is insane and should not be attempted.
What I didn’t mention was that I know this because I attempted it.
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.)
Adventure games use a lot of dialogue. Characters are going to have to talk to one another and, unlike books or movies, game dialogue is non-linear and gets complicated quickly.
To see just how complicated it can get, I laid out the initial conversation between Guybrush Threepwood and Mancomb Seepgood in the Scumm Bar early on in The Secret of Monkey Island. This conversation is short enough to be manageable yet still has many of the advanced features of a complex interaction.