Is it possible to make 1st person view -style adventure games with AGS?

Started by AnalogGuy, Thu 23/08/2007 18:19:11

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AnalogGuy

Hello. I'm pretty newbie with AGS... althought I'm in general computer professional and used couple programming languages, with quite unsuccess...

So about the my question: Mostly I all time see AGS games to be very much like classic sierra... with third person angle. I have great visions of my own game and AGS seems to be pretty easy compared to direct programming language. Is it possible to make adventure/puzzle games with 1st person angle... in a same way as this game in here:

http://www.fasco-csc.com/works/crimson/crimson_e.php

I need to make similar animated transitions when making movements into different directions. So is that possible too?

I want my game to be like you would be in there yourself... I mean those third person views are more likely role-playing, but in other word I need it to be in perspective like "you are in there".  Anyway, are there any similar games made already with AGS to see how it would work in practice?
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Khris

About the transitions: possible, but memory intensive.
You'd simply import all the animation's frames into AGS as sprites, then draw them on the screen one after another with a short delay in between whenever the player switches their viewing angle.

Use one of AGS's rooms for every viewing angle and you should be fine.

So: definitely possible.

Btw, check "Hide player character" in every room and there's your first person game without having written a single piece of code.

AnalogGuy

Ask if you want me to compose your game.
---
One thing that I would like to see happen with films is for music not to be treated as just one more ingredient, but as an integral and fundamental part, due to its fatal capacity to affect the mood of the movie.

R4L

Ah, Crimson Room! A favorite! I escaped from there so long ago!

I made a game just like that. I used arrows on the sides of the screen to transfer to another wall of the room, or to go up to an object.

That was long ago... :D

Ashen

First person perspective games are possible, in fact pretty easy - that's in the BFAQ.

As for the rest of it, Heartland Deluxe (the other game nihilyst linked to) was made with the Panorama module, you could use that for a 'looking around the room' effect (as in Heartland). Zooming in and out of things (cupboards, drawers, etc) would need to be done as animations, as KhrisMUC said. Or, you could save the 'transitions' as video files, and run them at the appropriate time (PlayVideo command) - if it's more than a single room game, though, that might bloat the size of the game too much.
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auriond

My solution was to use arrows to navigate, but my initial implementation was rather clumsy. It's better now, but you might want to consider it as a possible alternative and improve on it. The navigation in my game was inspired by that of Atlantzone: http://atlantzone.free.fr/english/home.htm . I tried to improve on it, and you can improve on mine too. But yes, first person adventure games are definitely possible.

I don't know how you can do the transition thing - I would recommend animations if you can figure it out; doing it as a video would be awkward as there's a transition between the room and the video anyway, so the player would be in effect seeing three transitions.

Khris

Videos would definitely work, too.
This game has some pretty nifty video transitions:
http://aafiles.bicycle-for-slugs.org/full/Pilot%20Light%20-%20Episode%201.rar

The author used Autodesk Animator to create the videos. Since they are fli files, they even get included in the game's exe so you won't have dozens of small animations in your game's dir.

LimpingFish

Videos (Divx, Xvid, WMV, etc) do indeed work, but raise the issue of the player having the codec installed on their system or the author having to include the codec install package with the game.

I've been experimenting with video transitions in conjuction with the panorama module, and it's not the most straightforward procedure. Positioning the screen to match the video before and after the transition is a time-consuming process; although this may just be down to my inept coding skills. :P

Otherwise, aside from a slight delay before the video is shown, using video in "slideshow"-style first-person games is fine. But if your game is 256-colour, then FLC files are definitely the better choice.
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lo_res_man

I've been wanting to do this for years. sadly though my sprite skills have increased my backround skills have not so no dice. it was going to be a myst fan game, where it asks what would have happend after if the stranger doesn't get the page.
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