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Bladecoder: Point and Click Adventure Editor/Engine
- m0ngr31 5y agoI grew up on Point and Click games. I'd love to see them make a resurgence. I tried using Adventure Game Studio a few years back after seeing some games made with it, but it wasn't intuitive enough for me to use it. I'll have to check this out.
- Schiphol 5y agoA few more point-and-click engines: * Wintermute Engine: http://dead-code.org/home/ http://dead-code.org/home/ * Escoria (for Godot): https://github.com/godot-escoria https://github.com/godot-escoria * JavaScript Graphic Adventure Maker: https://kreezii.github.io/jsgam/ https://kreezii.github.io/jsgam/
- eloeffler 5y agoCool, thanks!
- paulryanrogers 5y agoAnd adventure game studio
- omarhaneef 5y agoGood round up (as others have pointed out, missing AGS). I think it is important to add that different engines have varying success in actually producing commercial games. AGS is famous exactly because it has produced many, many successful games, often by solo developers. It is being challenged because it is so very old. This is sort of the way people will not try a JS web framework for a major project till others have worked out the kinks.
- aliswe 5y agoWow! Does the path visuals throw me back into the world of Clickteam software: https://cloud.githubusercontent.com/assets/6229260/4420346/1d3a1b8a-4578-11e4-8eec-415f5e27c005.png https://cloud.githubusercontent.com/assets/6229260/4420346/1... ... Klik n Play, The Games Factory, Click n Create, Multimedia Fusion ... I get all fuzzy thinking about it.
- unixhero 5y agoThose were really fun software packages, and at a time when just sitting at the computer creating and not consuming is what we did the most. [0] https://www.mobygames.com/game/klik-play https://www.mobygames.com/game/klik-play
- JoeAltmaier 5y agoFun! Years ago I wrote a Zork-style game engine. It was scripted with objects and locations with attributes. You were also an object. Other simple scripts emitted messages and changed attributes when match conditions were satisfied. Sounds like any other programming language when I say it like that. But the scripts created dependency trees which got triggered. So not a declamatory language with subroutines etc. Anyway, blast from the past.
- eloeffler 5y agoNice, do you still have it? Possibly online somewhere? The ScummVM-Wiki [1] recommends building fangames as text-adventures first, so all the characters, places and stories are defined before starting with graphics. They recommend Inform [2] [1] https://wiki.scummvm.org/index.php/HOWTO-Fangames https://wiki.scummvm.org/index.php/HOWTO-Fangames [2] https://en.wikipedia.org/wiki/Inform https://en.wikipedia.org/wiki/Inform
- JoeAltmaier 5y agoIt was on an old 40Mb disk in a long-discontinued computer line. Actually I recently sent that computer to a guy who revives old hardware, and he got some stuff off of it! Maybe I'll ask him. https://www.youtube.com/watch?v=qrP8h0yUCLo https://www.youtube.com/watch?v=qrP8h0yUCLo Asked, awaiting reply.
- eloeffler 5y agoCool, is the guy from the video the one you sent your computer to? Good luck!
- kcartlidge 5y agoFor Zork style (i.e. text) adventures it's well worth checking out http://inform7.com http://inform7.com - yes, http, as unfortunately their cert is broken. In summary you use a declarative English-like language, saying things like "The Library is a room" and "Inside the Library is a book". Inform's compiler takes those rules and builds a runnable text adventure using an engine based on the Infocom one that Zork was written with. It comes with a syntax highlighting IDE, including a game player.