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I’m looking for some good recommendations on modern 2D point-and-click adventure game engines. I’m not so much interested in using them, as I’d just like to dissect and deconstruct what the state of the art is today. Big bonus points if you’ve actually used the engine. PC based is required.
I'm looking for some good recommendations on modern 2D point-and-click adventure game engines. I'm not so much interested in using them, as I'd just like to dissect and deconstruct what the state of the art is today. It's wonderful that "modern 2d point-and-click" isn't an oxymoron anymore. PC based is required.
Ive always loved creating things, and game development felt like the perfect mix of art, storytelling, and problem-solving, he explains. Ive always loved creating things, and game development felt like the perfect mix of art, storytelling, and problem-solving. Why did you become a solo developer? Motivation can also be tricky.
Click here – it will take you right to the updates at the bottom of the page. If you do this, you want to find it early and nip it in the bud BEFORE you go out of your way to find play testers or commission art. This is to help pay for art when it’s time to buy art. Just here for Highways & Byways updates?
point-and-click adventure game anthology series titled Echoes of Somewhere he’s exploring AI-assisted game development. “To produce a point and click game, and to document the creation of a partly AI-generated game.” With his free, experimental 2.5D His preliminary conclusion? “It
Prior to becoming a game developer, I was an art thief. I pawned off all my art under a fake name at several pawn shops in a different state each time. I used the funds to pay James Masino to draw the art for War Co. You have a limited amount of bullets (“Bang”) and blanks (“Click”).
It all started from having this idea about how to do a better point-and-click interface. At this point the engine is 100% working and it feels a lot better. One of the changes I made to the engine was severing it from pixel art. It can’t run TWP dues to a complete removal of the UI code from the engine.
The game’s graphics showcase a distinctive fusion of modern 3D visuals with a nostalgic pixel-art look. The turning point came when I experimented with adding normal maps to 2D graphics” he says. This approach, especially when combined with pixel art, created a visually appealing effect that resonated with me.”
” In terms of the 2D art, the team was fortunate to find an artist that clicked. ” While the games unique features and visuals are undoubtedly impressive, Casals was quick to point out that managing the scope of the project has been one of the most challenging aspects of development. So, really it was a no-brainer!”
Click here. It still needs some art and I’ll want to do lots of double-blind play-testing. The subtlest of tweaks are all that’s needed at this point. You can use them to get Facebook likes, promote posts, generate email sign-ups, and even get clicks on your website. Highways & Byways is nearly complete.
It all started from having this idea about how to do a better point-and-click interface. At this point the engine is 100% working and it feels a lot better. One of the changes I made to the engine was severing it from pixel art. One of the problems with Spine is it’s a lot harder to do “ programmer art.”
Development studio Gametopia has translated their love and admiration for the works of the author into an original tale, told through a pixel perfect point-and-click adventure. We think it is a timeless game, both for the pixel art and for the theme of the game”, says Gonzáles. “We We wanted to pay tribute.”
My brother Zhanko does the programming part, while my stronger side is 3D art and level design”, explains Bobby Mojsovski. So, when a player comes to a ‘choice point’ with, for example, three buttons, they may click only one that opens a certain path and locks the other sections.
Click here – it will take you right to the updates at the bottom of the page. He created all 300 of the original pieces of art in my first game, War Co. , Having James’ time estimate on art allowed me to make accurate time estimates on every one of these other areas. Just here for Highways & Byways updates?
The point-and-click adventure unfolds in a stylish 1960s Paris that exudes both an inviting and eerie ambiance. Our last game was a kids puzzle game, our current game is a point-and-click adventure and our next game might be something completely different.” Midnight Girl , from indie studio Italic , oozes French cool.
The game’s graphics showcase a distinctive fusion of modern 3D visuals with a nostalgic pixel-art look. The turning point came when I experimented with adding normal maps to 2D graphics” he says. This approach, especially when combined with pixel art, created a visually appealing effect that resonated with me.”
The point-and-click adventure unfolds in a stylish 1960s Paris that exudes both an inviting and eerie ambiance. Our last game was a kids puzzle game, our current game is a point-and-click adventure and our next game might be something completely different.” Midnight Girl , from indie studio Italic , oozes French cool.
If I do another point-and-click, I want to push what a point-and-click can be, but still staying true to the form. The whole story is about it's medium and just telling you about it (in novel form) removes you from the whole point. Do you cut off the whole series of the puzzles (meaning wasting time/art/effort)?
Maniac Mansion is a game that is close to 25 years old and started the whole point-and-click adventure genera in addition to coining the term 'cut-scene' used throughout the civilized world. During my research for the talk, I came across an amazing amount of fan art for Maniac Mansion including the wonderful Lego Minifigs seen above.
Product-market fit takes into account your game’s mechanics and play experience, its art, its price, its components, and a whole host of different factors that gamers look for – consciously or unconsciously – before they buy. Even if you don’t click on one of those articles, we can cover the basics here.
Someone recently submitted a question asking what it would take to build a classic 2D point-n-click adventure today and would it be a viable business? Assumptions 1) We’re building a classic 2D point-n-click adventure game. The goal here is a class point-n-click adventure. Yeah, I know.
Click here. Because board games are complicated systems, you will also reach this point one day. You’ll reach a point where there is nothing left to do but tweak the game. Art is never finished, just shipped. Once you reach this point, your game is sell-able. Just here for Highway s & Byways updates?
Maniac Mansion is a game that is close to 25 years old and started the whole point-and-click adventure genera in addition to coining the term ‘cut-scene’ used throughout the civilized world. Maniac Mansion is a game filed with dead ends, backwards puzzles and no-win situations. Without one, there would not be the other.
If I do another point-and-click, I want to push what a point-and-click can be, but still staying true to the form. The whole story is about it’s medium and just telling you about it (in novel form) removes you from the whole point.
Click here. This is what you can expect before you reach that point. Early play-testing feels more like science than art. Other times, it takes a long time to even get a game to a point where you can finish a single play-through. I’ve got Event Card art. Just here for Highway s & Byways updates?
It all started from having this idea about how to do a better point-and-click interface. At this point the engine is 100% working and it feels a lot better. One of the changes I made to the engine was severing it from pixel art. One of the problems with Spine is it's a lot harder to do "programmer art".
It all started from having this idea about how to do a better point-and-click interface. At this point the engine is 100% working and it feels a lot better. One of the changes I made to the engine was severing it from pixel art. One of the problems with Spine is it's a lot harder to do " programmer art."
Box art alone has the ability to multiply sales of an otherwise unassuming board game. Pay: Artists make art for a living! Since every project is different, you’ll probably want to make an art budget and set aside some cash and get a variety of quotes from different artists. Pay attention to these things.
Click here – it will take you right to the updates at the bottom of the page. In the wee hours of the morning last Friday night, James Masino delivered the first serious draft of Highways & Byways board art. James Masino delivered board art. Just here for Highway s & Byways updates? It gets old fast.
Click here. I’ve been making games for about 2 1/2 years now, and a lot of things in my life have clicked because of the ways of thinking I have adopted by making and playing games. In games, it’s victory points. I’ve learned to spot “victory points” in real life. The rule art is done.
Click here – it will take you right to the updates at the bottom of the page. Between 7 Subtle Player Behaviors You Should Notice When Play-Testing and The Art of the Play Test: Designing Tests and Keeping Records , you might think that’s all I’ve got on my mind. Period, point blank. The game can stand alone.
Click here. Every opinion – however misinformed you may believe to be – is a data point. As in rigorous scientific experiments, data points are to be gathered accurately and then interpreted later. At some point, no matter how simple your game, you’ll have someone who doesn’t read the rules.
Development studio Gametopia has translated their love and admiration for the works of the author into an original tale, told through a pixel perfect point-and-click adventure. We think it is a timeless game, both for the pixel art and for the theme of the game”, says Gonzáles. “We We wanted to pay tribute.”
These four nostalgic game mechanics are: Dynamic character roles Great art or colors Incorporates a clicking noise Tactile, but not needlessly fidgety. Person with the highest point count wins. Point counts are gathered from points played on your character and/or how advantageously you marry. Let’s Play.
Click here – it will take you right to the updates at the bottom of the page. Turns out, this week’s development of Highways & Byways illustrates my point pretty well. The board art will be used for other parts of the game – so this is a high value-per-cost thing to go ahead and knock out.
I’d love to make a true point-and-click adventure in real 3D (not that fake 2D/3D). Do you think a bigger marketing campaign would have increased revenue to the point of making enough money to fully fund the next game? I figured that if you designed a really good point-and-click game, people would respond.
You're likely already acquainted with the AI Scene Synopses feature within Filmustage, a tool that enables you to effortlessly generate detailed synopses for each scene in a script with just one click. Now, imagine the convenience and depth of understanding you'll gain when, with a single click, you can obtain a synopsis of the ENTIRE script!
A large majority of the art was created from scratch, but Hartley admits having used a few asset packs to help speed up development. “I I feel there’s nothing worse than seeing an art asset in another game that’s identical to the one you’re using. “I
Just this last week, a lot of things finally clicked. If you are interested in play-testing Highways & Byways , click here to join the Facebook group so you can get notified of the play-testing events. The whole point of the game is to take an epic road trip. There is still quite a bit of art that needs to be created.
Someone recently submitted a question asking what it would take to build a classic 2D point-n-click adventure today and would it be a viable business? 1) We're building a classic 2D point-n-click adventure game. The goal here is a class point-n-click adventure. Assumptions. Yeah, I know. Retail Distribution.
Sony has taken the museum experience for Sword Art Online (the anime / light novel / manga / video game / merchandizing phenomenon) and put it in… Virtual Reality. Click the link if you are interested in participating.) I’m pretty fond of the new Sword Art Online: Progressive novels. I like the anime.
Click here. This is actually separate from the previous point. Bear in mind that by this point, I’d already failed at Kickstarter once. 8: I did not finish the box art before the campaign. Pretty box art would have worked a lot better than the photo I’d initially used for my Kickstarter campaign.
Click here. I wait until I have all the art assets I need. To quote my good friend, Wikipedia: “ [i]n statistics, an outlier is an observation point that is distant from other observations. Just about every game has some variation of this concern at some point. All art is done. Only thing I can do is test.
Before we begin, a couple of points: Some of this I've written about before, so I apologize if I'm wasting your time. There is a point where you say "I get it", but your still forced to go though the motions again and again. No point in having to solve the same puzzle over and over. That was always a sore point for us.
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