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.)

Continue Reading →

Adventure Game Dialogue Part 1: Analysis

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.

Continue Reading →