![]() ![]() While this should be true to all game projects, templates needs this more then every other. They should be designed in a way that it is easy to understand the architecture. But anyone has to prepare such a template. They can be a good starting point if you do not want to deal with each single aspect of your game. ![]() Oh, and Machinarium basically has no real Dialogues, and the Inventory is for the most Part simple but still there. That is a strangely cheap but comfortable Solution, I must admit. The only Exception that comes to my Mind right now is the at first Glance and control-wise rather classical PC Game to Blade Runner, but it is most unorthodox in having actually very, very simple Dialogues and pretending to have an Inventory but you never use anything from it and it basically just sets Values like “you have that particular Item”, and if you have it and click on a specific Thing in the Environment, Progress happens automatically, same with Dialogues. And you might not need an Inventory – MYST never had an actual Inventory, as the Puzzles did not require that.īut if you want to make a Syberia-Style Game, or in other Words any classical Point-&-Click Adventure Game, you will probably need Dialogues AND an Inventory. It depends: Do you want to make a Myst-Style Game? Then you will not need complex Dialogue Trees, Dialogues might simply be Monologue-Cutscenes of some NPC. The most basic Part are the Controls, and since BGE has builtin Pathfinding, that is absolutely no Problem anymore! (Just add an Empty to navigate to via Steering Actuator (set to Pathfinding) and if the Player clicks somewhere, place the Empty at the beclicked HitPoint.)īUT more complex Dialogue Trees are not the most mundane of Tasks – though not all Oldschool Adventure Games need complex Dialogue.ĪND the much more horrifying Thought for any None-Python-Expert is to make a proper Inventory, and most Kinds of Adventure Games certainly need that. I do not think that adventures are that diffucult, they request a lot of work in asset creation. ![]()
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