Indiana Jones and the Fate of Atlantis

Warning: As ever, spoilers about this 26 year old game abound. 

Indiana Jones and the Fate of Atlantis is a 1992 action adventure game from Lucasarts, featuring everyone’s favourite adventuring academic. It adheres tightly to the Indy tropes: a mythical ancient power has the potential to give the Nazis the edge and a sceptical Indy and a credulous sidekick (Sophia) have to go on a quest to find it first (which inevitably involves a little bit of colonial grave-robbing—altogether now: where does it belong?).

It’s a surprisingly realistic portrayal of what an archeological expedition might look like. As with many real life digs, it involves a lot of foreign travel, punching, and the widespread destruction of ancient artefacts.

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Go Erin!

Erin ran the London Landmarks Half Marathon on Sunday in an impressive 1 hour and 56 minutes! I am so proud of her!

Here’s the sign I made so she could see us during the run (I can’t tell you how many times I did a two-finger tap on the page to try and undo a mistake—thanks Procreate! 😂).

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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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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.

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Traditional 2D Prototype

My second adventure game prototype is a traditional 2D adventure engine designed to explore whether the following are feasible:

  • Developing it as a CocoaPod for reuse over a number of games
  • Using a standard JSON format that would describe room parameters (e.g. walkable areas, object locations, NPC locations, environmental triggers, etc.)
  • Using a separate JSON format to describe dialogue trees, with support for triggers, branching dialogue, and basic conditionals
  • Recreating something like this in C# for use in Unity

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AR Prototype

My first adventure game prototype is an ARKit-based app designed to explore the following:

  • ARKit plane detection and the automatic insertion of models once suitable planes have been detected (as opposed to user-initiated placement)
  • 3D modelling workflows between Blender and Xcode
  • Map searches for generic locations and then, using the results, managing distance, accessibility, storage, and game state
  • Geofencing triggers and how they might progress the game

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Prototype Plans

I am in the process of building two prototypes to explore different ways I could build an adventure game on iOS.

The first is an ARKit app. You interact with characters and then they send you off to real world locations to meet other characters, collect items, and solve puzzles.

The second is a more traditional 2D engine using SpriteKit and is heavily inspired by LucasArts’ legendary SCUMM engine. I want to create something modular that could then be used for many years in dozens of games.

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