Point & Click Adventure Shelf "Because I refuse to call it a corner"
#1 Posted 19 June 2021 - 05:08 PM
https://powerhoof.it...o/the-telwynium
Here's the main theme I wrote for it with some footage from the game. Also, George Broussard retweeted it and has chatted with the developer I guess off and on so that's cool.
This post has been edited by MusicallyInspired: 19 June 2021 - 05:30 PM
#2 Posted 20 June 2021 - 06:37 AM
#3 Posted 20 June 2021 - 09:57 AM
This post has been edited by MusicallyInspired: 20 June 2021 - 09:58 AM
#4 Posted 20 June 2021 - 11:04 AM
#5 Posted 20 June 2021 - 12:07 PM
Personally, I've played a good chunk of the shareware adventure titles, like Hugo, Last Half of Darkness, Maddog Williams, Dare to Dream, and uh, whatever is escaping my mind at this point. Dare to Dream is the best of the bunch, being a surreal game set in a disturbed middle-schooler's dreams. Its a very interesting game despite questionable graphics at times, though a few of the puzzles are questionable. I haven't really played many commercial titles from the classic period, more a fan of the Myst-clone era. I really like the Coktel Vision games I've played though, Ween, Goblins, Inca and their least known title, Galactic Empire.
The last PnC title I was seriously playing was Elvira, which is fun, but nightmarishly hard. The real problem with the game is the constant combat and the manual protection. See, the game has spells that require ingredients, and those ingredients are the copy protection. You still need to find those ingredients in-game. Since the ingredients are part of the copy protection, that means all the walkthroughs I could find conveniently don't mention where to find them. So, the last save I have, which is a while back, has my character nearly dead. Which decreases the rest of your attributes, since this is an Adventure/RPG hybrid, so you deal horrible damage, which means every combat encounter ends in death. And I'm at a state where I really don't want to restart.
#6 Posted 20 June 2021 - 02:55 PM
Moreover Sierra Entertainment/Sierra On-Line is generally associated with "Quantity over quality" and Lucasart/Lucasfilm with "Quality over quantity" but is more complicated than this, and often distorted by perceptions. This distortion on the part of the trade press was (and is) 90% in Lucasart's favor more for reasons of fanboism than objective quality of the game.
This post has been edited by Fantinaikos: 20 June 2021 - 03:05 PM
#7 Posted 20 June 2021 - 03:00 PM
And ah yes, the Goblins games were great indeed. I've only beaten the first one, gotten barely anyway in the second, and almost beat the third (my favourite). Never tried the 4th sequel/reboot from the 2000s. Then there's Woodruff too which I have not played. Lost in Time I quite like (but still have yet to finish), which is another game by Coktel but in first person like Myst.
#8 Posted 20 June 2021 - 03:19 PM
According the latest daily builds, a lot of AGS fan-games will be supported. But the most interesting news is the support of the cult surreal adventure Sanitarium.
This post has been edited by Fantinaikos: 20 June 2021 - 03:26 PM
#9 Posted 20 June 2021 - 03:50 PM
MusicallyInspired, on 20 June 2021 - 03:00 PM, said:
I would say you're wrong on the story front, but I can't really remember too many adventure games with a memorable story. Usually they just have amazing worldbuilding. Like I was going to say Bloodnet, but the appeal there was never the actual story. Phantasmagoria 2?
Woodruff was originally intended to be Goblins 4, judging by previews of it from back in the day. To add to Coktel's confusing quasi-sequel games, Lost in Time is a sequel to Fascination, since they both star the same heroine, yet Lost in Time has a sequel in Urban Runner: Lost in Town. Which looks like one of the better FMV adventure games, but I have yet to actually play it.
Fantinaikos, on 20 June 2021 - 03:19 PM, said:
Wait, Sanitarium is going to finally get support? I don't see anything about that on the forums. I do see Nightlong, from the same company who did In the Dead of Night (freeware IIRC) beforehand. That was a cool game too. No skin off that, but I was hoping to get support for Adobe Director games, because I like my Myst-clones and I like my Japanese adventure games, and Director puts both of those in easy access.
#10 Posted 20 June 2021 - 05:09 PM
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Some Director games are already detectable, they are still working on it to give a stable experience anyway. I saw L-ZONE mentioned directly, but the last time I tried with something like Spaceship Warlock it was buggish. Latest daily build may have been provided of a bunch of corrections.
#11 Posted 20 June 2021 - 05:44 PM
As far as regular adventure games, Myst was too difficult for me. Others like 7th Guest and the 11th Hour were decent. Full Throttle was great. There are a few other regular adventure games that don't come to mind right now but seem to recall enjoying them. Oh, can't forget a few Leisure suit Larry games. I was stumped a few times during those puzzles and had to ask a friend who played it before I did.
Last year I played all the demos from the Blackwell series and earlier this year I bought the bundle of them all on Gog for almost nothing. After I'm done playing Kathy Rain I'll probably load up the first one of them. I really liked the demo of Mage's Initiation and might eventually buy the full game.
The Vanishing of Ethan Carter was great except for the lack of save games. You had to reach certain points for an autosave. But that could be an hour or more to find and if you didn't, you had to start that hour over again next time you played. The company saw the error of their ways and addressed it to make it less time in between saves but still. the damage was done and I haven't gone back to it. It was really great atmosphere and graphics along with playing it with my LCD 3D glasses.
This post has been edited by Mark: 20 June 2021 - 05:51 PM
#12 Posted 20 June 2021 - 08:50 PM
Morpheus Kitami, on 20 June 2021 - 03:50 PM, said:
I'm wrong about what in particular? I'm saying I'm not as partial to a lot of newer adventure games because they focus on story and characters over gameplay and puzzle design.
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Ah yes I completely forgot that Lost In Time was a sequel. I need to play that...
Mark, on 20 June 2021 - 05:44 PM, said:
All classics. I have fond memories of discovering the Hugo games on a Gamefest shareware CD (yeah, even though it says shareware all three full Hugo games were on it). I beat the first and the third one but haven't beaten the second one.
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If you ever do I'd love to hear your thoughts on it.
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I was late to that game but that was a great experience. One of the more interesting "walking simulators" out there. Particularly because there's actual gameplay involved and not just walking, which lies in your choices. Great experience. I recommend you get back to it. The ending takes it to a place that's so different from what you'd expect. But no less interesting. I just wish there were actual puzzles involved.
I really enjoyed Deponia, actually. Great and humourous adventure game. I started the second game but haven't gotten back to it yet. I think there are 4 of them now.
This post has been edited by MusicallyInspired: 20 June 2021 - 08:52 PM
#13 Posted 21 June 2021 - 05:03 AM
MusicallyInspired, on 20 June 2021 - 09:57 AM, said:
Space Quest V is actually a game that I played to completion, but I had to use a walkthrough. It has nice art for sure, but adventures are not my cup of tea.
Recently I played an obscure-ish DOS adventure from Germany called Escape from Delirium (shareware version), can't say I enjoyed it a lot but it was pretty curious. I believe it's more like The Monkey Island series though.
Speaking of which, I played the demo of The Secret of Monkey Island a while ago (early 2010s I'd say). Feels a bit nostalgic -- but again, I like the art more than gameplay. Those odd looking houses with lighted windows you see on some screens looked cosy to me, but it has no relation to gameplay, and this feeling might have not been even intended by the artist.
An adventure game I did like is MVP Software's ShadowForce, but I think it's not strictly point and click.
Oh, and I did like the concept in another shareware title, Lone Eagle - Colombian Encounter. From what I played (admittedly not very far), it has a pretty consistent storyline and a sort of free-roaming, sandbox like approach. You can sail your yacht wherever you like, and even go diving for fish or clams to earn cash.
Recently I took an interest of sorts in fanmade AGI and SCI games, but more simply out of curiosity about what people could come up with, rather than genuine desire to play (AGI are not point and click though).
This post has been edited by MrFlibble: 21 June 2021 - 05:03 AM
#14 Posted 21 June 2021 - 07:59 AM
All past streams are backed up on my gaming YT channel: https://www.youtube....e3am70EaM5hDfFN
This post has been edited by MusicallyInspired: 21 June 2021 - 08:02 AM
#15 Posted 21 June 2021 - 01:49 PM
And before I ever bought a "modern" PC I played a ton of the text only adventure games and a few recreations of them with graphics on my various Atari computers.
Also can't forget what started it all. "Adventure" on the Atari 2600 console.
#16 Posted 21 June 2021 - 05:22 PM
MusicallyInspired, on 20 June 2021 - 08:50 PM, said:
Story games with good puzzle design is what I was thinking, but I suspect I lost the plot along the way.
MrFlibble, on 21 June 2021 - 05:03 AM, said:
A lot of MVP's titles are broken (as in crashing the computer) in weird ways, but this one was nice, at least the first episode. Mind you, it does a poor job of selling you on the actual game, since it was like an hour IIRC, more like a prelude than a 3rd of the story. Its always weird seeing DOS-era action/adventure hybrids.
MusicallyInspired, on 21 June 2021 - 07:59 AM, said:
How hard is SCI development compared to AGS development? I've made a few games in AGS and I'm currently working on another one right now, but development in actual old engines fascinates me. You're making a game in an engine that hasn't been used professionally for 20, 30 years in an environment that I'm sure has severe limitations that most wouldn't be used to. What I'm really concerned about is the art. Does it use typical modern formats and tell you how many colors you have left in a scene or what?
#18 Posted 22 June 2021 - 04:04 AM
#19 Posted 22 June 2021 - 05:54 AM
Morpheus Kitami, on 21 June 2021 - 05:22 PM, said:
AGS is much more streamlined whereas SCI is a bit more "manual labour". AGS was designed with the aspects of SCI in mind, though, so it's similar. There's quite a bit of documentation in the SCI Companion Documentation on the website. My streams also go into the various aspects of scripting.
SCI is object-oriented so everything in the game has properties and is a subset of something else. An "Actor" class for instance is a subset of the "View" class. So it inherits things like View resource number (the sprite), x and y coordinates on the screen, but also adds a few other things like handling motion for moving across the screen. A "Prop" is also derived from a "View" except it cannot move across the screen.
Every room is an object in itself and has methods (like functions). Three main ones are the "doIt", "handleEvent", and "changeState" methods. "doIt" executes code every game cycle no matter what, "handleEvent" handles input from the player (via keyboard/mouse control) and also parser "Said" statement responses if using SCI0 (EGA), and "changeState" is used for triggering different sequences at different times at will. AGS has all of these capabilities but just called something different and not as much of the underlying code is exposed. In SCI it's all visible. Things like object instances (props, actors, sounds, etc) are in a handy little sidebar and you can change their property values from a list. In SCI everything is in the script and has to be coded by hand. Not too different, but not as user-friendly I suppose. I would guess that a more streamlined interface like AGS COULD be coded into Companion but just nobody has done it. And it works well enough, just gotta keep track of everything. Scripting in SCI is not in C, but in a language derived from LISP so expect a lot of parentheses.
As for colours, if you're making an SCI0 game you're limited to 16 obviously. However, SCI0 uses vector draw commands for its backgrounds and not bitmaps. This allows the use of four distinct palettes, which are comprised of 40 user-customizable colours (the 16 standard colours plus dithered colours of any two of those 16 colours). In this way you can have 4 different colour palettes for the same screen to signify different things like time of day (most popular). One palette could for midday, one for dusk, one for night, and one for dawn. Same picture with the same draw commands but by simply changing the palette you can have a very different looking picture. In SCI1 or SCI1.1 (VGA), backgrounds are bitmaps that rely on a 256 palette. Palettes can be customized, though, and different for every screen. Usually in SCI the first 64 colours in the palette are reserved for sprites and the remaining colours are used by whatever background a given room is using (this isn't hardcoded, it was just common practice) so that objects can be the same colours on every screen. Views can use colours from the background however just fine. This is so that you can have animated portions of a background that don't stand out like a sore thumb. SCI1/SCI1.1 also supports palette shifting and colour cycling, see Mark Ferrari's GDC talk about "8-Bit and 8-Bitish Art" for more information on that and how it works. Also check this out.
You can have digital sounds in both SCI0 and SCI1+ but they work slightly differently. "Sounds" in SCI are MIDI files that must be converted. You can amend digital samples (of a specific sampling rate and bitrate) as long as it doesn't make the sound larger than a certain size (I forget...maybe 65535 and this must be done with a separate command line tool outside of Companion because it wasn't implemented. All it basically does is strip out an audio files header and amend it to the end of a sound resource though. In SCI1+, "Audio" resources are separate from "Sound" resources but don't have the same limitations.
That's a quick overview of the things that stand out to me right now. Is it difficult? A bit more than AGS probably, and since you're working in more limitations, possibly a bit more frustrating. But not impossible. It's amazing what the community has done over the years to make game development in AGI and SCI a reality.
#20 Posted 30 June 2021 - 05:53 PM
As to music, well, I probably should have searched beforehand, yeah? The whole thing just sounds like I should just do what you did and see how midis sound in a midi player versus this Soundbox thing.
Also, thanks for the link to the Canvascycle. I got one of those images from some "cool pixel art" thread a while back and I didn't realize there was something behind it. Cool.
#21 Posted 01 July 2021 - 06:03 AM
#22 Posted 01 November 2022 - 06:17 PM
#23 Posted 02 November 2022 - 04:08 PM
#24 Posted 03 November 2022 - 06:46 PM
Morpheus Kitami, on 02 November 2022 - 04:08 PM, said:
They never had the budget for it is all. The fanmade "Starry Expanse Project" has been working on it for over a decade first starting as an add-on for Uru, then moving to Unity, then Unreal. Some years ago they got Cyan's official blessing and permission. Then a few years ago they announced that they had merged their project with Cyan and it was now a Cyan project officially but there wasn't much information. Now Cyan has formally announced it as an official project but it's going to be a new project from scratch using a lot of the work that the Starry Expanse Project had put in for camera-matching the original still images to actual 3D meshes. But the Starry Expanse team is not involved (save one person, who Cyan actually hired) and it will be Cyan's own project starting (almost) from scratch with just a solid foundation thanks to the Starry Expanse team. When Cyan approached them a couple years ago they told them that they now had the budget and resources to make the remake and they shared their information and resources with Cyan and now here we are.
I'm SO PSYCHED FOR THIS. Riven is one of my favourite games ever.
This post has been edited by MusicallyInspired: 03 November 2022 - 06:48 PM
#25 Posted 25 April 2023 - 07:09 AM
#27 Posted 16 May 2023 - 05:43 AM
https://pierre-gilho...h.io/gobliiins5
#28 Posted 24 November 2023 - 07:28 AM
#29 Posted 24 November 2023 - 08:00 AM
#30 Posted 25 June 2024 - 10:14 AM
This post has been edited by Fantinaikos: 25 June 2024 - 10:15 AM