Professor Layton style game in AGS

Started by Samwise89, Thu 07/04/2011 16:35:16

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Samwise89

Hi, i'm currently in the process of finishing design on a game i'm doing for a university project to act as an educational tool and wanted to create a puzzle adventure game in the style of professor layton (basic interactions and dialog with great puzzles) but am having a hard time figuring out how to go about this using AGS, any help would be greatly appreciated.

Mouth for war

Well...maybe you can be a little more specific? What do you want to achieve? are you having problems with scripting? :)
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Samwise89

#2
mainly where to start, all games i see made in ags are in a much more traditional adventure style, tings  like switching to a puzzle whyere the player won't be present on the screen and it's just something like a simple quiz interface or connection puzzle, i'm just a bit lost on where to start on the whole thing lol

edit: bit more specific,  the game won't have any gui that's present on screen because all twext will be initiated by an interaction of an object (simple click) so no inventory or real dialog system needs to be done, just the ability to move about the room, click object which will get a pop up at the top of the screen where informative text about the object will be displayed and some object initiating puzzles which need a change of screen.

hedgefield

Have you worked with AGS before or is this your first time? If so I would advise to at least go through the basic tutorial first (included in the game help file). It's okay if what you build in the tutorial is more traditional than what you want to make eventually, it will help you understand the engine, which is useful once you start to build your own game.

If you still don't know where to start after that it might be useful to come up with one puzzle to use as an example, and we can look at that and suggest what you would have to do to make it work. It's easier to give advice for a specific example than just guess at what you want to do. :)

From the sound of things though it shouldn't be too hard to replicate Layton's gameplay style in AGS. Most of what you want to do can be achieved by placing hotspots or objects, and you can hide the player easily by setting ShowPlayerCharacter to false from the sidebar. The complexity of the puzzle rooms themselves depends entirely on the type of puzzle ofcourse (does it have moving parts, do you have to type in a number, etc...)

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