Adventure Game Studio

Creative Production => Critics' Lounge => Topic started by: Jam Torkberg on Thu 04/09/2003 23:37:30

Title: Fooling with background ideas
Post by: Jam Torkberg on Thu 04/09/2003 23:37:30
After finding AGS and learning to use it, I decided to go back and re-do all the old games I never managed to finish using TADS.  The problem I encountered is that most all text-based adventure games tend to be heavily based on a grid of rooms (that is, most of mine where) so doorways leaning to various places could be very unclear in a graphic adventure game.

Rather than abandon the projects, I decided to experiment with a viewpoint really (if ever) used in adventure games.  I'm putting up a few examples I whipped together to show you what I'm thinking of.  I'm probably not going to end up using the images shown in a full game, they're just a means to illustrate an end.

Click on the pics to bring up a larger version, to give a better idea of what they may look like in game.
(http://www.theknowledgefilter.com/jamcrap/Rooms/bedroom.gif) (http://www.theknowledgefilter.com/jamcrap/Rooms/bedroomlrg.gif)       (http://www.theknowledgefilter.com/jamcrap/Rooms/livingroom.gif) (http://www.theknowledgefilter.com/jamcrap/Rooms/livingroomlrg.gif)

So the question is, would a viewpoint such as this be viable, let alone enjoyable, for an adventure game?  Stepping on one of the edges sticking out of a room would bring the character to the next room (for example, above the top left doorway in the living room would bring a character to the bedroom, while the bottom ledge would bring him to the kitchen (not shown)).

And of course, this being the Critics Corner, what do you guys think of the art itself?
Title: Re:Fooling with background ideas
Post by: JD on Thu 04/09/2003 23:42:34
That looks pretty amazing! I love isometric stuff :) Reminds me of Sylpher's ISO game.
I think an adventure game in isometric style could really work well.
Title: Re:Fooling with background ideas
Post by: remixor on Thu 04/09/2003 23:44:47
It's unorthadox for adventures, as you say, but I actually really like this look.  The only problem I can think of is that the rooms seem a bit small, which might present some difficulties.  Logistics aside, I think this would be a really unique and interesting (not to mention efficient) way to make a game.  I'd certainly play it.

It sort of seems to me that this would suit a less-serious game better.  I have no idea what your games are like, and I'm sure it would work for whatever mood you use, but that's just what came to mind to me.

Does this style remind anyone else of some old Sierra game?  I can't place it.

In any case, I'd say definitely go for it.  It'll be something different, and if you already have experience with text adventures things like plot and puzzles shouldn't present many problems for you.


EDIT: the way your example rooms are set up, technically the closet in the northwest of the living room couldn't exist, but things like that shouldn't really matter much.
Title: Re:Fooling with background ideas
Post by: Privateer Puddin' on Thu 04/09/2003 23:47:29
yep go for it! wasn't LBA in an isometric view?
Title: Re:Fooling with background ideas
Post by: Jam Torkberg on Thu 04/09/2003 23:51:15
Quote from: custard on Thu 04/09/2003 23:47:29
wasn't LBA in an isometric view?

The caves and such were, good point.  But they were also more platformy than adventure, while the over world had a good amount of adventure elements, but had pre set rendered viewpoints.
Title: Re:Fooling with background ideas
Post by: Jam Torkberg on Thu 04/09/2003 23:53:07
Quote from: remix0r on Thu 04/09/2003 23:44:47
EDIT: the way your example rooms are set up, technically the closet in the northwest of the living room couldn't exist, but things like that shouldn't really matter much.

Why do you say that?

edit: Oh, wait, I see what you mean.  In an architectural sense.  Thanks, something to think about in future designs.
Title: Re:Fooling with background ideas
Post by: dagooh on Fri 05/09/2003 00:02:40
great job JamTorkberg, I think this is a great way to play an adventure game, it's clean and effective.
the only thing i'm not really sure how it's going to work it's the characters, walkcycles and all that, this is something technical I guess but I was wondering if you already got the hang of the isometric prespective animation and AGS programming..
I would really love to play this adventure, really!
Title: Re:Fooling with background ideas
Post by: Jam Torkberg on Fri 05/09/2003 00:10:55
Please, call me Jam.

And yes, the only major bit of bother I think an isometric view will cause is that I must make eight walk cycles, talking animations, ect.  But I think I'm up to it.  If I make a simple enough character, thought, I could get away with only making five angles and mirroring them.  Shhh... don't tell anyone!
Title: Re:Fooling with background ideas
Post by: Darth Mandarb on Fri 05/09/2003 00:26:18
I'm using an isometric perspective in my game.  I really like the way it 'feels'.  As of right now I don't have all 8 angles (for the characters), still only using 4, and it doesn't really look all that bad.  I do intend on creating the other angles too though.

Here's a link to mine (if you care!): My Isometric Perspective (http://www.agsforums.com/yabb/index.php?board=4;action=display;threadid=7958;start=20) (Scroll down to my last post to see the most current version)

These look great!  I say go for it and keep up the great work!  Also, somebody commented about the rooms being too small?  Well, you can always make them scroll!  That's what I'm doing for several rooms in my game!

Cheers,
dm
Title: Re:Fooling with background ideas
Post by: Jam Torkberg on Fri 05/09/2003 00:33:24
Yeah, as for the rooms being too small, I think I may use different scales.  Some rooms bigger (that is to say, closer to the "camera"), to emphasize detail, and some rooms with a wider shot, to give the idea of a lot of space.  And, as you said, scrolling goodness.

edit:  And oh yes, though the rooms may be small in terms of space to move about, the graphics are huge!  You should see poor Roger wonder about.  He's almost as tall as the couch!
Title: Re:Fooling with background ideas
Post by: on Sat 06/09/2003 14:31:39
man...lba was cool, I have it but i'm not sure if it works, might play it for a laugh. :)

Anyway, I love Isometric, reminds me of the art of the online 2d chat thing, habbo hotel (www.habbo.com)
Title: Re:Fooling with background ideas
Post by: Moresco on Sat 06/09/2003 18:58:54
Hey Jam, I really like what you've got going here!  Reminds me of some of the rooms in Shadowrun for the SNES, if you've ever seen that.  Probably not exactly the same but I do get that feeling.  Hm, I can tell by how well you drew everything that it's going to be superb in the end. :)
Title: Re:Fooling with background ideas
Post by: on Sat 06/09/2003 19:07:22
Theres another chat that has a almost identical style in the graphics, can't remember the url though. All I know is that this looks cool.

I think your work deserves one of my white things: (http://www.spike-domain.net/fcwaonline/modules/Forums/images/smiles/happy.gif)
Title: Re:Fooling with background ideas
Post by: Evil on Sat 06/09/2003 20:25:49
Wait, if it ISO then why dont you just use 4 angles facing nw, ne, sw, and se? I think it would work great. I'm always trying ISO stuff and checking others peoples ideas. I think these are some of the best ISO rooms I have ever seen. :)
Title: Re:Fooling with background ideas
Post by: Jam Torkberg on Sat 06/09/2003 20:54:19
Quote from: Evil on Sat 06/09/2003 20:25:49
Wait, if it ISO then why dont you just use 4 angles facing nw, ne, sw, and se? I think it would work great.

I had thought of that, but what if the character moves straight north, south, and so on?  A diagonal down-right animation walking straight down seems odd to me, for example.  We'll see what happens, though.
Title: Re:Fooling with background ideas
Post by: on Sat 06/09/2003 22:02:25
Omg!!! That is brilliant what programme do you use to make them pictures?