> iPhone/Android beta version.
Aaaaaand I'm out. Sorry, but while mobile games do carry some good games in a pretty niche market, your art is just wasted potential there. If you REALLY want to make your art stand out, try point n' click games like someone below stated.
This is an amazing tool, easy to learn and it'd be pretty easy to find people that would code it for cheap anyways. It has been used to create extremely updated re-makes of classic games and has been used by popular people (such as Yahtzee) to create amazing games.
Did it? ~~From~~ My cursory research seems to indicate that Slenderman originated in this Something Awful thread from 2009, and Trilby's notes was released in 2006 acording to this. I could be wrong though, and if you or anyone else has any thing indicating that the Slenderman idea existed prior to 2006 I'd love to see it.
Edit: extraneous word
I assume the competitor you're referring to is AGS.
I would perhaps go off a donation system - it could prove more lucrative than you think if your engine is niche and allows someone as passionate as you to make their dream game.
Perhaps maybe take a modular approach - make testing and initial download free, but sell "release modules" for different platforms, such as Windows, OSX, Android and whatnot. Charge for those, similar to what GMS does.
There's an indie game called Tardigrades I'm following its development that has two gay characters in love living in different planets in our solar system! Aziz and Ty
Neither. There's a really good adventure game engine called AGS : http://www.adventuregamestudio.co.uk/. This is assuming that you're an artist/designer type, who wants to get something on the screen as fast as possible.
If you have to ask, then you may be in over your head.
I don't think there's a yellow brick road. Your best best is off the beaten path and learning from the thousands of free resources available on the Internet.
Be advised that making a game requires large teams who work around the clock for years. Each member will specialize in a specific area of game development.
If, on the other hand, you want to make a small indie game, then you need to set realistic goals. Have you ever made a Breakout clone? Tetris? A platformer or shmup? What about using an existing engine or modding a commercial game? If not, then you have a lot of homework to do.
How good of a student were/are you? What is the extent of your math education? Are you willing to learn concepts like A* pathfinding and collision detection? Do you really understand data structures? Could you answer a simple question like when to use arrays vs. linked lists?
If you just want to learn Blender, there are hundreds of free videos spread across the web. Visit BlenderGuru, Blender Cookie, and search YouTube and vimeo. If you want to know how something works, then simply search for the answer. You can't expect us to hold your hand.
Simply put, learning how to learn is the most useful skill.
Yep - I made two games for Ludum Dare (subAtomic and Plan M), and Astroloco: Worst Contact, which came out last year.
Wow, it does not seem like it was a whole year ago...
Anyway, they're all made with AGS. The toolset is really showing its age nowadays, and is in desperate need of a new release, but it gets the job done. I've not tried Wintermute or other engines yet, but they do look nice.
Point and click adventures are alive and well in the indie sphere. Browse around on the Adventure Gaming Studio archives. There are tons of quality adventure games out there, you just need to know where to look. I think indie development is a fine niche for adventure games to be in as they typically do not require many resources and the low popular acceptance of the genre is not relevant to its progress.
He made games before he became famous through Zero Punctuation. Mostly made with AGS. The Chzo Mythos games (5 Days a Stranger, 7 Days a Skeptic, Trilby's Notes and 6 Days a Sacrifice, in that order) are actually really good and I still replay them every so often.
and a few others that never saw the light of day.
I saw one person that actually got the game running on their android phone using the AGS android port. I know nothing about how to use this: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=44768.0
Chatroom by TheJBurger
Download link here: http://www.adventuregamestudio.co.uk/site/games/game/1059/
I wish I could say I was completely unfamiliar with this behavior... Unrelated: Here's Ponderabilia!, my free and continuously updated adventure game!
Game maker is good. If you want point and click style adventure games, there's Adventure Maker and Adventure Game Studio. I haven't used either of them, but I've heard them recommended before.
Though a bit cruel, I have to agree with Alfred. I spent 14 years on my own textadventure, Ponderabilia, and despite the countless hours put in it will never be a very popular show.
In the end, you may have to ask yourself who you're doing it for. If it's a personal project and you're not enjoying it, why bother? I know for a fact that if there wasn't anything graphical about my textadventure, I would have close to zero downloads. Actually letting this go probably won't be a disappointment as much as a relief. You'll have time and resources to start on new things, and if you plan right from the start, they may even garner some interest.
The first one I thought of was ren'py, which bills itself as a "visual novel engine" rather than p&c - don't know if it suits your needs but I have a couple of friends who use it and really like it.
Others that I've heard about are visionaire (don't know if it's cross platform, the website doesn't mention it so I guess it isn't) and AGS which is the most popular one.
If I would make my own "engine" I would go for either python or as3/haxe (probably with flixel or flashpunk) as these are a lot easier to use than c++ or java and you generally don't care about performance with adventure games.
Adventure Game Studio is quite user friendly if you want to do that kinda stuff. If you mean programming, head over to /r/learnprogramming or /r/gamedev . You can use a Mac, yes. I work as a game designer for a medium sized company doing mobile and DS titles. Feel free to PM me with questions. But there are so many tools out there that make it possible for most people to make their own games relatively easy, so just go exploring. :)
Don't know the game, but I can give you some (hopefully helpful) pointers... the game engine seems to be an old version of AGS (Adventure Game Studio), that is used in many indie/amateur games.
They try to categorize games made with AGS on their site, and there's a search engine, maybe you could try to look for horror games there?
> A Kuwaiti videogame maker filed suit in U.S. District Court against CBS and Netflix seeking damages for what he alleges is copyright infringement in the conception, production and broadcast of Star Trek: Discovery.
> Anas Abdin, an Egyptian citizen residing in Kuwait, tweeted August 20, 2018, that he was suing the studio and international distributor of the heralded science fiction series after he tried for months to get them to take his copyright complaints seriously.
> Legal Complaint: As revealed in the 13-page legal complaint filed August 19 in federal district court in southern New York, at issue is Abdin’s point-and-click adventure game, Tardigrades, which he began developing in 2014. Abdin claims that Discovery copies substantial elements of his work. The game, however, remained unreleased as of this article’s posting.
First mention of the game by the designer was on May 2014 on Adventure Game Studio forum. The game's page on Steam
I cut my gamedev teeth on Adventure Game Studio - it has a very large, active, and ultra supportive community so I don't know if it's specifically "obscure", but the point 'n click adventure game genre is unpopular enough in the modern games market that I imagine unless you're a huge fan of the genre (like me), you may not have gone out of your way to find it.
That said, if you are into modern retro Adventures, like the Wadjet Eye, Grundislav, Screen 7, Himalaya, etc. adventures, you've certainly played games made in the engine.
It's not great for much outside of adventures, but what it lacks in versatility it makes up in being perfect for the genre that it's built for. Extremely simple scripting language that's very extensible, and the aforementioned very active community, who are also consistently releasing free add-on modules to take a lot of the guesswork out of common needs.
AGS game called Apprentice fits the bill. Oregano is one of the three ingredients he needs to find. There's plenty of green in the environment.
And deluxe version has voice acting.
I usually respond to saltyness with Monkey Island series swordsman insult responses. If they get the reference, I offer a virtual high five and everyone goes away happy
Dave Gilbert of Wadjet Eye Games is working on something like this as a non-linear, open-world-ish UF adventure game with companions.
Definitely. I think that Chris Jones' Adventure Game Studio really did a lot to propel this renaissance. There were a lot of free indie adventure games made, and a few really good games or game remakes.
In the last couple of years, though, there has been an explosion of great games.
I'm creating a retro-style point and click game called Epoch. I've been advised by some to change the name since there's already a game with a different genre called Epoch. Others told me that I shouldn't change the name if I feel -as an author- that it fits best. I ran a poll on some gaming forums and I still get the almost 50/50 results. I thought about adding a subtitle next to the game's name (e.g. Epoch - The Whatever )
What do you think I should do in order to maintain the game's integrity and not to affect marketing the project?
> Back in the day
Back in the day, people wrote best selling games by themselves in their bedroom in a few weeks. These days teams of more than 100 people spend years producing AAA titles where more than two thirds of the time and effort budget is the 3D graphics. We're allowed to have a middle ground.
> I'm willing to bet this game will require a dual-core 2.0GHz, 1GB of RAM and at least 512MB of Graphics memory
How much?
I don't know what the Linux port will need, but system requirements for AGS games are here:
> * Pentium or higher processor > * 64 Mb RAM > * Windows 98, ME, 2000, XP or Vista with DirectX 5 or above > * Supports all DirectX-compatible sound and video cards
Same here. i spent a couple of years creating the Point-and-click adventure I always wanted to make as a child (check it out, it's free and everything!) , and I took up wood-sculpting, designing posters, wedding invites, tshirts, everything that seemed remotely interesting. I'm now the head of my own design company, and even if this means this is mostly a managing job, it satisfies me to be able to direct design and create beautiful things every so often and in-between.
Here are tons of amateur point-and-clickers, many of which are really quite good! In particular, play everything by Yahtzee if you haven't already. You might also check out A Tale Of Two Kingdoms, the Ben Jordan series, and the Kings Quest remakes.
Nelly Cootalot: Spoonbeaks Ahoy is one of my favorite point and click adventures.
Annie Android: Automated Affection is another good one.
Cedric and the Revolution is pretty fun. Done by the same genius that gave us A Game With a Kitty.
I started making adventure games back in 2002 with AGS. I also made La Croix Pan in 2007 and Chatroom in 2008. As for Gemini Rue itself, I always wanted to synthesize narrative and gameplay with each new game (and you pretty much have to for adventure games), so it arose out of a swirling pot of story and gameplay ideas in my head at the time.
The Chzo Mythos: 5 Days a Stranger, 7 Days a Skeptic, Trilby's Notes, and 6 Days a Sacrifice.
Downfall and The Cat Lady
Detention
If you can still find it, The White Chamber
The Charnel House Trilogy (warning, really short. But no jumpscares. It's the genuine kind of horror).
Dead Secret
As a pixel artist this sort of thing bugs me a little bit as well. There's a choice you have to make when developing a game between smooth modern style movement and true retro aesthetic. I don't hate pixel games that adopt the modern sub-pixel style movement so long as they have a consistent resolution. That said, I've always avoided sub-pixel in the projects I've worked on.
Mixed resolution however I really can't stand. The Stardew Valley example someone posted below is pretty painful on the eyes. SV has some really nice pixels and it's a shame to mix the res.
It's a tough choice to make but one that really has an impact on the feel of the game. For example, in my game I really wanted to have parallax movement with background and foreground elements, for the parallax to look good we use an ease-in and ease-out effect, however when moving pixel by pixel this tends to skip when slowed down, without sub-pixel movement this is pretty much unavoidable. We're developing the game in 320x240, all screen co-ordinates are in that resolution and it lets us use sampling methods to upscale the game to higher resolutions without losing the pixel by pixel movement.
Well, I hope that didn't sound condescending either. I like pixels either way, but the true retro aesthetic goes a bit further than just drawing in low res.
If you're into adventure games there are some great low resolution games over at:
http://www.adventuregamestudio.co.uk/site/games/
(typically these will all be using the correct resolution for the sprites!)
If you can't get enough here, there's a Windows app for making these called Adventure Game Studio and they showcase a ton made by the community, best part is that they're all free. I forget the names of the ones I played... But there's a few good ones trust me! Some are several hours long too!
Downfall
The Cat Lady
The Lost Crown
The Last Door
Dark Fall
The White Chamber
Anodyne
Gabriel Knight: Sins of the Fathers
The God of Crawling Eyes
The Charnel House Trilogy
Just note that some of these games aren't devoid of Jump Scares, but that they are done right meaning they aren't spammed but placed in singular surgical moments.
It might not be compatible anymore. It may only work with older versions of AGS, I'm not sure because I ditched AGS in favor of my own software. I can probably find out though for you.
Try this forum post: http://www.adventuregamestudio.co.uk/forums/index.php?topic=44712.40
There are some examples of usage there that I saw, and monkey or any of those peeps would be happy to help you if you ask. Great community.
I'd say I prefer a classic graphic adventure style for that kind of game, although I understand it probably requires a lot of work on the art side. Take a look at Adventure Game Studio, I haven't used it myself but it's quite popular.
Fun fact: these remakes were made with Adventure Game Studio, a free point-and-click game maker. I used this program probably about a decade ago to make my own game... it was my very first step on the path to becoming a software engineer, a dream I've finally accomplished! Try AGS out if you're interested, it's quite intuitive.
Aha! The Antwerp! :) I'm building a new adventure game highly influenced by Hero Quest's Quest for Glory. It's a sequel to my original, Ponderabilia. If you liked the original sierra's, you may want to give that a shot. It's free!
The fancy interface doesn't seem to happen for me unless I go directly here.
Also, fans have made a graphical remake that's no less cheesy than the TV miniseries. The low 'AGS panel rating' is entirely due to how fucking hard it is, even in the easier 'Strag' mode, which just eliminates unwinnable situations.
This is music is used as the background music of Tardigrades splash screen.
I've written it as a midi file on Anvil Studio, then I converted it into MP3 with a free online app.
It's been confirmed that MM will be in DOTT remake, but unchanged
There is a fan project called Maniac Mansion Deluxe with better graphics than the original dos release
Edit source: http://www.shacknews.com/article/91888/maniac-mansion-will-still-be-playable-in-day-of-the-tentacle-remastered
Edit: Maniac Mansion Deluxe link: http://www.adventuregamestudio.co.uk/site/games/game/401/
This is Titan Deserts It is used as the background music for the deserts of Titan..
A little about the project Tardigrades
I've written it as a midi file on Anvil Studio, then I converted it into MP3 with a free online app.
This is Nefertiti & Akhenaten I'd like to know what feeling it gave you please :) what situation suits the music in your opinion?
A little about the project Tardigrades
I've written it as a midi file on Anvil Studio, then I converted it into MP3 with a free online app.
This is Ty's distress call background music. It plays in a cut-scene where the player gets a call from another crew member in a different planet asking for help.
It's created as a midi file, I converted it into MP3 with a free online app. Please tell me what you think about it :) Thanks
Gamedev progress link: Tardigrades
So I made a soundcloud account :) Here's my first upload: Into the Wormhole
You may heard it before from the teaser video. It is created as a midi file, I converted it into MP3 with a free online app. Please tell me what you think about it :) Thanks
Gamedev progress link: Tardigrades
Ah, PAW was Spectrum only(until recently), while the other two were multiformat.
When I was at uni, a friend and I planned a Monkey Island style adventure game, called Post Apocalyptic Stress Disorder, about a student who wakes up to find he's slept through a nuclear holocaust. We spent so much time failing to implement the engine that we never got round to writing the story. Years later I discovered this.
I spend a lot of time on Adventure Game Studio. There are plenty of games on Steam using the engine, but the website itself contains loads of free games and there are also plenty of people looking for artists, voice actors and even programmers :) . If you are a massive adventure game fan then you probably already know about this site.
If you are not averse to a little scripting maybe have a look at http://www.adventuregamestudio.co.uk . Still under active development and has a large community for support. There is a scripting tutorial on the page you can have a look at to see if that is something you can wrap your head around.
I'm so excited! I think I've loved every game Wadjet has done. I got the Blackwell bundle super cheap at GOG and can't wait for more. Although I am bummed that it'll be the last in the series.
Also, all of the games are made with Adventure Game Studio, so if you're on linux like me you can use the linux port to play them. The only trouble I've had with any of their games was the very ending scene of resonance.
There is an ags port for Android which will run things like 5 days a stranger and Ben there done that. http://www.adventuregamestudio.co.uk/forums/index.php?topic=44768.0
Syberia was recently released and is very good too.
If you want to make point-and-click graphical adventure games, then Adventure Game Studio will be the fastest way to do it. Gemini Rue is a game on Steam that was created using AGS.
If you want to learn mobile development, you'll have to start with Java and the Android SDK (for Android) or Objective C and iOS programming (for iPhone/iPad), but I recommend learning JavaScript to make web app versions of it, which will be playable on all platforms.
If you want to get general game programming help for beginners, I've written a few free Python books for those completely new to programming to make small games: http://inventwithpython.com
Unofficial sequel, being developed by fans:
http://www.apeironstudios.com/index.php?page=projects&subpage=rott&lang=en
Remake of Maniac Mansion, developed by fans:
http://www.adventuregamestudio.co.uk/Games.aspx/Detail/401
Another remake of Maniac Mansion, also being developed by fans:
Just to elaborate on this, AGS Forum member Electroshokker was the last actively working on the Linux/GNU port of the AGS engine as according to this forum post about a year ago last month. The mac version is apparently also in limbo, but I'll look around a bit and see what I can dig up.
Additionally, I'd like to just say that the AGS community has a very robust support structure and a lot of patient people online on a daily basis, so you're likely going to be able to find more than a few people willing to help out if you run into trouble.
It's very easy to build games in AGS (I have no programming experience and have made 2 games that took less than a weekend each to finish) with a little dedication and the help of some handy online tutorials.
Of course, the engine itself certainly has its limitations - without a fair bit of modding it can only handle 2D but you can recreate basically anything from the era of Sierra/Lucasarts point 'n Click adventures up until MI4/Grim Fandango - and with some work you could even theoretically build a game along those lines as well.
I think this sounds like a pretty sweet 2d point and click adventure! Some nice ones have been made recently with Adventure Game Studio, could be good for a prototype or even the whole project.
Alright well it doesn't seem to be that popular an idea, so I may or may not decide to work on it. If I do finish it, I'll try to post it on Reddit. Also, because you seem so interested, I'll give you the download link to the first half
Enjoy!
If no one here knows it, you might have some luck on the Adventure Gamers forum.
Actually, you said it was freeware, and a huge number of freeware (and even some sold) adventure games are made with AGS. So maybe someone on their forum would know.
If you do find it, stop back by! It sounds interesting.
This is one of my favorite games of all time! It came out on Steam recently, but the NES version has always been my preferred version. I was delighted to learn just recently that there's a rom floating around from a prototype version of the NES game WITHOUT the notorious censorship! This is my definitive go-to version now! Also, there's a free fan version called Manic Mansion Deluxe for the PC that takes the original "updated" version of Maniac Mansion for the PC and adds even more things like music (mostly from Day of the Tentacle) and a lot of other great features that make it another great version to play.
Thank you! I'm glad that you like my art, I've mainly taken inspiration from 1940's cartoons while trying to put my own twist to it and I'm glad you like it!
As for my background as a game dev, I haven't worked professionally with games before, but I have studied graphics and design. However, my work with Adventure Game Studio, the enginge I use for making this game, is completely self-taught aside from occasional troubleshooting and advice from the AGS community, which I highly recommend checking out since it's a nice and polite community that has produced some pretty good freeware games as well: http://www.adventuregamestudio.co.uk/
I think the first one where I was active on regular basis was the AGS forum, community built around Adventure Game Studio, a freeware engine for creating graphical point-and-click adventure games like Space Quest or Monkey Island. I came upon it because I wanted to make a game, obviously. As usual in my creative endeavours, I gradually grew frustrated with my lack of skill and inability to progress and spent more time on the forum socialising than actually discussing the game development with the engine. Eventually I just stopped coming back. Maybe I being there served as a constant reminder how I failed to produce any game over the years of activity on the forums, as others did. Maybe I wanted to distance myself from my posts as a teenager.
The other forum I can remember is the Songstuff Songwriting and Music forum. You can see a pattern starting to emerge here. That was years after AGS, I was more interested in making electronic music than video games. I had already spent quote some time learning it on my own, but nobody to whom I showed it seemed to like it and I could feel my own lack of understanding of how it works too, since most of the time I would spend just aimlessly messing around with things until I got something that sounded interesting. So, I tried asking for critique there. Actually ended up making a dozen or two variations of one track, gradually adjusting it to the recommendations and posting back the result. Electronic music didn't seem to be too mainstream there though, most people preferring country and rock with some actual singing, so my purely instrumental, weird sounding tracks felt out of place and I gradually abandoned it too. It's probably been five years now and I am still getting email notifications about some long-running threads I subscribed to, like Song Title Association Game, but haven't had the heart to check them or unsubscribe.
If you just want to make a point and click game you could try adventure game studio. http://www.adventuregamestudio.co.uk/
If you think you'll want to make other genres in the future I'd go with Unity or Unreal.
It seems that your comment contains 1 or more links that are hard to tap for mobile users. I will extend those so they're easier for our sausage fingers to click!
Here is link number 1 - Previous text "AEG"
^Please ^PM ^/u/eganwall ^with ^issues ^or ^feedback! ^| ^Delete
Ah yes, the old 'swap elements (as a skill yuo haven't learnt)' one :P
Okay, I'll take a look at yet more tutorials and also InDesign, sounds what I'm looking for. I've recently learnt enough skills to do my game in half the time, and this image in 20 minutes -- but I had to learn how to use the whole of AGS (http://www.adventuregamestudio.co.uk) and Photoshop CS6 before I could do it.
Thankyou :)
I assume the competitor you're referring to is AGS.
I would perhaps go off a donation system - it could prove more lucrative than you think if your engine is niche and allows someone as passionate as you to make their dream game.
Perhaps maybe take a modular approach - make testing and initial download free, but sell "release modules" for different platforms, such as Windows, OSX, Android and whatnot. Charge for those, similar to what GMS does.
Your thesis is equivalent to "Winning Eleven is just smashing buttons".
It's ridiculous.
What adventure games have you played? Have you won any of those?
> You might think there's logic because your solution would work in real life, but it won't work in game because it would work in real life, it would work in game because it was arbitrarily desginated as correct. Another solution that would work in real life does not work because it's not designated correct.
Games are not real life. FIFA is not real life. Even though it may contains elements at the end of the day there's some things that are left off because of human impossibility and some more because gameplay is more important than real life simulation.
> Say, if chess worked as adventure games, there would be no rules, instead your opponent would resign if your opening move was Kc3 and punched you in the face over anything else.
Holy shit... your frustration with adventure games is so big that you speak nonsensical shit. I wonder if you think Sandbox games or RPGs are games. If you think stuff like X-Com where there's so many unknowns are games...
Anyway, let me restate that your whole thesis is:
"adventure games are just trial by error games because you can't deduce anything".
You're saying all the games we've played and won where just boring perseverance than actual puzzle discovery & solving... Every Lucasarts classic (MI, Indiana Jones, Sam & Max, Full Throttle, Day of The Tentacle, etc), every Sierra classic (Gabriel's Knight, Larry, Space Quest, etc), Broke Sword, Enclosure and even the ones created with AGS like Gemini Rue or Cirque de Zale...
It's so ridiculous it's hard to argue against without resorting to just expressions of shock. Maybe you're just bad at the genre and in denial.
Why don't you make the game yourself?
Since you didn't mention the specific game mechanics you might be able to make a point and click game using Adventure Game Studio (AGS) FREE.
Or just use AGS to make a prototype of the game you want.
Edit:formatting
Hi! I'm adding a button in the main control panel for hearing impaired gamers, it will basically be for displaying text on the screen representing sounds. What do you think about this feature? Should it just be default? This gif shows one example of a plumbing problem.
Many thanks in advance :)
You can do something like that in Rpgmaker... But you may also be able to do something similar in Adventure Game Studio, which is made specifically to do the Lucasarts/Sierra games of the 90s.
You might want to look at something like Adventure Game Studio to get you off the ground.
There are lots of free and paid engines with varying degrees of feature sets and user friendliness that will achieve what you're trying to set out to do here.
You should try searching for things like "point and click adventure engine", "visual novel engine", "adventure game engine" etc.
The only benefit of building your own engine for this project is that you will learn to build your own engine. If that's not your goal, use a pre-existing one.
Adventures in the Galaxy of Fantabulous Wonderment
http://www.adventuregamestudio.co.uk/site/games/game/586/
A bit of an old one but very well done. Well before the indie scene exploded, so you know it was a project of pure passion. Rated an overall 91% on the Adventure Game Studio site.
Milkmaid of the Milky Way reminds me a lot of a certain part of Hand of Fate, one of my favourite point and clicks. I'd love to add it to my Steam collection.
adventure games are still out there you just have to know where to find the people that make them even text adventures are available if you like those
I doubt it, but is it Mechanismo?
It's a really short adventure game where you travel through robot hell and collect parts to try to build yourself and escape.
It's been a while since I uploaded a track for my project <strong>Tardigrades</strong>. So please check out the new track here, if you please be patient enough to listen to the whole thing please let me know what do you feel when listening to the music alone without knowing any back info about it :)
I wanted to ask for feedback about the game's blog at blogspot. Do you think I can improve it more? I'd really appreciate all kinds of help since I'm using it as a substitute for a web site.
Many thanks in advance :)
Hi all. I am planning on improving my projects' facebook page.
There's also the Android port of Adventure Game Studio which allows you to play almost all AGS games on your phone. Almost all of them are completely free too. I recommend A Tale of Two Kingdoms.
This music is used in the background during a life threatening situation and the player has to act quickly in Tardigrades
I've written it as a midi file on Anvil Studio, then I converted it into MP3 with a free online app.
The first thing that comes to mind is Quest For Glory 4 1/2, a huge high-effort but utterly terrible fangame that starts with a class reunion for a correpondence course and goes downhill from there. It has divided the fandom so much that at least one fan-forum has forbidden all mention of it. This article delves into its content.
When it comes to graphics alone, Beyond the Horizon is far, far better than it looks, and was even the site's Pick of the Month for June 2007 (scroll down).
This is Titan Oxygen Oasis background music when the player finds an oxygen tank in the middle of Titan's deserts. It is originally written by Mark Seibert & Ken Allen for King's Quest V when King Graham finds an oasis in the middle of the desert. Mark and Ken are good friends of mine and were kind enough to allow me to recompose it for the sci fi theme.
A little about the project Tardigrades
I've written it as a midi file on Anvil Studio, then I converted it into MP3 with a free online app. Please tell me what you think about it and whether it gives the intended 'hope' feeling :) Thanks
Indie games always were hit and miss and always will be. The reason so much crap showed up isnt just because there are far more tools these days that make the process of creating games easier. Hell some of my favourite games of the last few years were made by a small team using Adventure Game Stuido. Wouldnt play many of the games people have made using it cos they are god awful. The reason I like the ones I like is because real effort was put into them. Thats whats lacking in many indie titles these days.
Individuals and companies have been getting lazy. They can argue against that fact but it doesnt make it any less true. A good chunk of what I see is stuff being doe in engines where a HUGE chunk of the assets used are available to them from the start needing minimal effort to string them together. Story is minimal in many of the modern indie titles even the ones supposedly 'story rich' and gameplay is poor or in the case of walking sims practically non-existent.
People are doing now what they did when the movie business was the biggest game in town. They are throwing together pretentios crap made with minimal effort to cash in off other pretentios dicks or idiots. Honestly its hard to tell the difference between them.
I dont really know if there is a way to fix things. We here tend to have an idea of whats good, bad and sideways because we look to more sources than the crapholes like Kotaku et al. Problem is 50k people isnt enough to sway things yet. Our buying power alone coule make or break an indie company or two but it would take a lot more people waking up to change the industry as a whole.
I don't have a demo yet for this project. If by 'the site I'm using' you mean this forum link, it is mobile friendly and works fine in all my mobile devices (android, iOS, windows) :/
If you mean this blogspot then it is also mobile friendly!
May I ask what mobile device and OS you're using?
Hello all, Tardigrades is a non-linear retro point and click adventure game. The non linearity aspect of the game makes it a lot different than conventional point and click adventure games. The puzzles have different approaches and alternative solutions. Every time you start playing the game would be a different experiment due to the random events that occur, different solutions, random events affecting characters moods and so on.
Here's a trailer that I made a couple of weeks ago. I am working on a new one as suggested by a great gamedev here with split screens showing different puzzle solves and narration.
Right now I have a question regarding the new policy of Steam and the bankruptcy of Desura. What can gamedevs like us do to handle these situations since those websites are important for our marketing strategies?
If you like adventure games like space quest, king's quest, monkey island, maniac mansion, day of the tentacle, or sam and max, and would like to play new games that are similar to those, you should check out adventure game studio's website. you can download new games, or if you want to try your hand at making your own adventure game, you can use their free software and do just that!
I'd say check out Adventure Game Studio's website. AGS is a free engine focused on point and click games and the website has a lot of really good indie made ones.
Spooks?
Freeware point--and-click adventure made with Adventure Game Studio. Love AGS games.
Entry on AGS: http://www.adventuregamestudio.co.uk/forums/index.php?topic=25110.0
Entry on developer's site: http://livelyivy.com/?page_id=58
I would heavily vote against Quest for Infamy. It wasn't funny or particularly engaging. Actually it was a bit revolting, reminded me of QfG4½. Other than the ones you listed there's not much else quite like it. Have you checked AGS? Their repository of games is pretty big and you can find some gems if you look hard enough. It's been a while since I dug through it.
Glaube es wäre nicht verkehrt, wenn Du noch ein paar weiterführende Informationen über Dein Projekt zusammen stellen würdest.
Zum Beispiel fände ich es interessant welche Engine Du für die Entwicklung benutzt. Lehne mich jetzt mal aus dem Fenster und behaupte anhand des geposteten Screenshots das Du mit AGS (Adventure Game Studio) arbeitest, aber selbst wenn dem so ist, dann ist das sicher nicht allen Lesern Deines Beitrags offensichtlich.
Edit: Ansonsten finde ich die Idee natürlich gut, sonst hätte ich mich ja auch gar nicht zu Wort gemeldet. ;)
Heroine's Quest.
Treasure Adventure Game.
Saira.
How do you Do it?
AdVenture Capitalist.
Anything and everything at the Interactive Fiction Database.
Anything and everything at the Adventure Game Studio.
Am I right thinking that you'd be interested in web based games? May I interest you in trying to port the Adventure Game Studio client to the web?
Adventure Game Studio is a Game develpoment tool for 2d point and click adventures, it's used for professional games but it also has a big amateur community around.
It was originally developed for Windows and close sourced, but it was opensourced a couple of year ago, the client has been ported to Android, Linux, iOS and Mac OS X.
As far as I know no one is porting the client to the web, although several people showed interest in an HTML5 client.
I'm not affiliated in any way with AGS, I just think it might be an encouraging project, the client ports developent takes place in Github and the client developers talk in this forum: http://www.adventuregamestudio.co.uk/forums/index.php?board=17.0
There was a fan-made Maniac Mansion remake about 10 years ago. Not really a modern engine, but it's still pretty darn good: http://www.adventuregamestudio.co.uk/site/games/game/401/
Also, there's these: http://www.meteormess.de/ and http://www.night-of-the-meteor.de/index.php
You may want to consider Adventure Game Studio which is the engine used for Katawa Konojo.
You can use exactly the same style and mechanics, just displayed differently. As mentioned by /u/itsachickenwingthing, the screenshot leans more towards Telltale games like The Walking Dead than traditional visual novels.
I guess the biggest factor for this would be to have really good writing. A visual novel with bad writing will just fall on its arse.
> i love seeing the remakes pop up
There is an Adventure game creator, if you fancy having a go yourself. To answer your question, I liked Simon the Sorcerer.
Just remember, LSL1 was made in the late 80's. It's real rough by today's standards -- there're ways to perma-fuck yourself over and have to reload a wayyyy earlier save, a lot of the solutions can be strange and silly, and there are so many ways to die ("Save Well, Save Often!").
They recently remade the 1st one though, which fixed the issues, with a new UI/graphics overhaul (but the nostalgia-factor is gone, obviously). You can find that on Steam.
If you're interested in LSL2 (IMO, the best one), here's a version someone made with a point-and-click interface (instead of the typing prompts)! http://www.adventuregamestudio.co.uk/site/games/game/356/
Interactive Fiction (IF) feels like a natural progression from TFTS, as you take a text based forum and turn it into a text based game.
I am still a massive fan of point and click, having been raised on the Monkey Island series. Indiana Jones and the Fate of Atlantis had a multiple solution system, where there was a WITS way (solve the puzzle) and a FIST way (beat the snot out of it). The solution you used changed the story in some way (as I heard, I haven't actually played the game, but there's a fan project remake in progress that I'm keeping an eye on).
Yes, definitely play Igor! It was a fun game, however I remember there's this one annoying maze part that is slightly frustrating - you might need a walk-through for that one :]
I played Resonance and loved it as well - basically any game made by Wadjet Eye I'll automatically love. I hope you played the Blackwell series - if not, please do! It's slightly fantasy but you'll enjoy it anyway.
If you don't mind not-so-great graphics, you could try Two of a Kind (story by Dave Gilbert, head of Wadjet Eye Games). Like Resonance, it has a cool concept - you get to control two main characters, and each main character has their own special ability: Tim has the ability to levitate, and Tiffany can talk to animals.