![]() He is also responsible for the game story and game-play. Luigi, the wonderful artistic designer who designs and draws the scenes.I contribute to the story and game/riddle design as well. Myself, Andrea, the developer and project/technical manager.I am planning to write a second article for the technical part. But I will provide a description of the technologies we used and the process of creating the game. Since this article is quite long, I will not enter in the details of the code. Then, later, I switched to Unity using the 2D features that are now included as default in the editor. We developed Occulto in the beginning using Pixi.JS and HTML. 5° Monk private studio Tech I Used to Build My Adventure Game 4° Secret passageīelow you can see the last scene of the demo. The demo consists of four scenes: 3° MonasteryĪnd one secret passage between the monastery and the private studio of a monk. Will you help Eliot in his journey to find his magister and regain possession of the powerful forbidden book titled "The never written book" that an evil figure is trying to steal? What is going on? Where is the magister? 2° Magister studio Inside the studio everything is a mess, and a note tells Eliot to go to the church in the village. ![]() Something is wrong from the first moment: why isn't the magister opening the door? It is a beautiful morning, and Eliot, a young mage apprentice, is going to the studio of his magister for a lesson about magical potions. Third and Final Adventure Game Attempt: Occultoĭeveloping Occulto is my 3rd attempt at creating an adventure game – and hopefully this one is successful! Unity Editor: 1° Village Intro to the game It was intended to be a modern revisiting of Little Red Riding Hood were wolves were not bad :). You'll read about that soon.īelow you can see an image of one of the scenes of the game. But the project failed because I wasn't ready to lead the project. In my second attempt I managed to create four scenes and some game-play among them. And then I didn't get any feedback from the others and the project vanished into nothing. We had a dinner all together, and asked two friends to present us with a draft story of the game. Playn is still an active project, it may be worth considering if you are looking for a Java 2D game framework. I used the Playn Java framework to write in Java and export to Android, iOS and web. The idea was to make an apple fall on Newton's head, who is resting under the tree. We managed to create a draft of the first scene (see the illustration above). In my first attempt at building a game, I contacted some friends and created a small group of people who were enthusiastic about creating an artistic P&C game. Eventually it led me to find Luigi and be actually able to create my own indie game. This feeling was not immediate, but grew stronger over time. Machinarium is one of the best adventure games I've ever played.Īfter I finished it, I felt the need to create my own adventure game. Many years ago, a good friend introduced me to Machinarium. A section about what I learned through the process, along with some advice if you're creating your own game.A tech section with a comparison between web technologies and Unity 2D.A section about Occulto, the game I am developing.A brief story about my passion for Adventure P&C games, and how I ended up developing my own game.I'll also provide a shallow comparison between using web technologies (like WebGL) for development vs Unity 2D. I'll discuss both psychological and practical parts of the journey. It will cover some technical aspects of the project, as well as how we managed creating and developing it. This article is about how I (Andrea) and Luigi developed Occulto, our first adventure game. It is not yet another app polluting your phone's memory.īefore I start, let me step back and explain what this article is about. Do we really need another app? What about a game instead? What I mean is: an adventure game is like a book, you install it, play it, enjoy and eventually uninstall it. Second, an app – everyone wants to make an app. ![]() That said, if you are planning to develop a game yourself, it won't necessarily take you 4 years…and I have some advice that hopefully will help! So yes, it took us 3 years to release a demo.īut we are now producing at a steady pace, and in the first months of 2023 we will release the whole game. ![]() 3 years and some months later, we have published our very first game DEMO. But there are also two other pieces of interesting information:įirst, that was May 2018. Reading those two WhatsApp messages now makes me smile. I would like to learn how to develop an app. Here's one thing that got the ball rolling: It's hard to tell exactly when my journey creating Occulto, a point and click adventure game, started.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |