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In part 1 of 1 in my series of articles on games design, let's delve into one of the (if not THE) most useful tool for designing adventure games: The Puzzle Dependency Chart. Don't confuse it with a flow chart, it's not a flow chart and the subtle distinctions will hopefully become clear, for they are the key to it's usefulness and raw pulsing design power.
As you know, Okam Studio, the company that develops Godot Engine, also makes games. One of our oldest projects is The Interactive Adventures of Dog Mendonça & Pizza Boy , a 2D point & click graphic adventure that we’ve been developing in-house as a side-project, and we’ve launched a Kickstarter to raise the funds to finish it. You can find it here: [link].
Guilty Gear Xrd is great. I'd like to talk about the design behind it, but we really have to start with the art. Artwork Gameplay is what should matter. Starting by telling you about the art may seem superficial, and maybe it is, but the art in this game is so notable—such a breakthrough—that I think it deserves special attention. Guilty Gear Xrd is far and away the #1 best use of 3D that looks like 2D I have ever seen in a video game.
The C64 version of Maniac Mansion didn't use a mouse, it used one of these: A year later we did the IBM PC version and it had keyboard support for moving the cursor because most PCs didn't have a mouse. Monkey Island also had cursor key support because not everyone had a mouse. Use the above facts to impress people at cocktail parties.
The C64 version of Maniac Mansion didn’t use a mouse, it used one of these: A year later we did the IBM PC version and it had keyboard support for moving the cursor because most PCs didn’t have a mouse. Monkey Island also had cursor key support because not everyone had a mouse. Use the above facts to impress people at cocktail parties.
In part 1 of 1 in my series of articles on games design, let’s delve into one of the (if not THE) most useful tool for designing adventure games: The Puzzle Dependency Chart. Don’t confuse it with a flow chart, it’s not a flow chart and the subtle distinctions will hopefully become clear, for they are the key to it’s usefulness and raw pulsing design power.
More crap that is quickly becoming a fire hazard. Some of my notes from building SCUMM on the C64 for Maniac Mansion. I'm not sure who's phone number that is on the last page. I'm afraid to call it.
More crap that is quickly becoming a fire hazard. Some of my notes from building SCUMM on the C64 for Maniac Mansion. I’m not sure who’s phone number that is on the last page. I’m afraid to call it.
I’m looking for some good recommendations on modern 2D point-and-click adventure game engines. These should be complete engines, not just advice to use Lua or Pascal (it’s making a comeback). I want to look at the whole engine, not just the scripting language. PC based is required. Mobile is a ok. HTML5 is not necessary. Screw JavaScript.
Even more crap from my Seattle storage unit! Here is the original pitch document Gary and I used for Maniac Mansion. Gary had done some quick concepts, but we didn't have a real design, screen shots or any code. This was before I realized coding the whole game in 6502 was nuts and began working on the SCUMM system. There was no official pitch process or "green lighting" at Lucasfilm Games.
Even more crap from my Seattle storage unit! Here is the original pitch document Gary and I used for Maniac Mansion. Gary had done some quick concepts, but we didn’t have a real design, screen shots or any code. This was before I realized coding the whole game in 6502 was nuts and began working on the SCUMM system. There was no official pitch process or “green lighting” at Lucasfilm Games.
While cleaning out my storage unit in Seattle, I came across a treasure trove of original documents and backup disks from the early days of Lucasfilm Games and Humongous Entertainment. I hadn't been to the unit in over 10 years and had no idea what was waiting for me. Here is the first batch. get ready for a week of retro. Grumpy Gamer style. First up.
While cleaning out my storage unit in Seattle, I came across a treasure trove of original documents and backup disks from the early days of Lucasfilm Games and Humongous Entertainment. I hadn’t been to the unit in over 10 years and had no idea what was waiting for me. Here is the first batch… get ready for a week of retro… Grumpy Gamer style… First up… A early mock-up of the Maniac Mansion UI.
Time flies. The gaming and internet institution known as the Grumpy Gamer Blog has been around for just over ten years. My first story was posted in May of 2004. Two thousand and four. I’ll let that date sink in. Ten years. The old Grumpy Gamer website was feeling “long in the tooth” and it was starting to bug me that Grumpy Gamer was still using a CRT monitor.
What makes a developer “indie”? I’m not going to answer that question, instead, I’m just going to ask a lot more questions, mostly because I’m irritated and asking questions rather than answering them irritates people and as the saying goes: irritation makes great bedfellows. What irritates me is this almost “snobbery” that seems to exist in some dev circles about what an “indie” is.
More scans from the Monkey Island Design Notebook. I'm glad I kept these notebooks, it's a good reminder of how ideas don't come out fully formed. Creation is a messy process with lots of twisty turns and dead ends. It's a little sad that so much is done digitally these days. Most of my design notes for The Cave were in Google Docs and I edited them as I went, so the process lost.
More scans from the Monkey Island Design Notebook. I’m glad I kept these notebooks, it’s a good reminder of how ideas don’t come out fully formed. Creation is a messy process with lots of twisty turns and dead ends. It’s a little sad that so much is done digitally these days. Most of my design notes for The Cave were in Google Docs and I edited them as I went, so the process lost.
I am not going to throw these out! That was a joke! Several years ago they got water damaged, so now they are sealed in water proof wrapping and kept safe and insured for $1,000,000. Also, this is not the "design document", they are just notes and ideas I'd jotted down. There wasn't a formal design document for the game, just the large complete puzzle dependency chart I keep on my wall.
I am not going to throw these out! That was a joke! Several years ago they got water damaged, so now they are sealed in water proof wrapping and kept safe and insured for $1,000,000. Also, this is not the “design document”, they are just notes and ideas I’d jotted down. There wasn’t a formal design document for the game, just the large complete puzzle dependency chart I keep on my wall.
Very early brainstorming about ideas and story. First pass at some puzzles on Monkey Island. Just writing ideas down. I'm surprised "get milk and bread" doesn't appear on this. Map when ship sailing was more top-down and direct controlled.
Very early brainstorming about ideas and story. First pass at some puzzles on Monkey Island Just writing ideas down. I’m surprised “get milk and bread” doesn’t appear on this. Map when ship sailing was more top-down and direct controlled.
I'm doing some house cleaning and I came across my Monkey Island 1 and 2 design notebooks. It's interesting to see what changed and what remained the same. I'll post more. If I don't throw them out. They are smelling kind of musty and I'm running out of space. My first sketch of Monkey Island. Early puzzle diagram for Largo (before he was named Largo LaGrande).
I’m doing some house cleaning and I came across my Monkey Island 1 and 2 design notebooks. It’s interesting to see what changed and what remained the same. I’ll post more… If I don’t throw them out. They are smelling kind of musty and I’m running out of space.
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