Point 'n' Click Adventure

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texxsound
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Point 'n' Click Adventure

Post by texxsound »

I've been thinkin about coding a point n click adventure, completely 2D, which shouldn't be a too hard task to start out with pb... but i have no idea how to start. and how to keep overview...

i thought about splitting the code up into several minor files, e.g. for each location, menu-screen, initialisation, inventory, heaps of subroutines etc, load the whole thing with IncludeFile() and call the individual parts with Gosub/Return. Is there a better, easier way?

besides i have no idea how a saved game file would look like or how to move the player character properly across each location...

any ideas? anybody?
thanx in advance!
texx
Some do code in sweet delight, some do code in endless night
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waffle
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Post by waffle »

actually, what your trying to do is pretty easy.
that's how alot of the older (infocom - planetfall)
adventures were done. For a simple way to start ...

do it all in text.
It sounds archaic, but it lets you focus on play,
story, and level design without concern for
graphics and effects.

to "simulate" effects of graphics and eviroment sounds,
try this .... create a seperate file for each room.
Then create a standard file structure to describe
each room .... example

filename - treasure.42 - 42=the room number
01,97,21,45 - room numbers you go to if you go N/S/E/W
xx
xx
xx
xx 4 lines of text to describe a bitmap to be used later
tt,tt,tt possible treasure in room (create another file for treasures)
ss
ss
ss 3 lines of text to describe the abiant sounds in room

and so on.
then when you have the basic concepts worked out,
replace your text with bitmaps and wav files ....
Code is good... Its an international language.
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