Suggestion for a more User-Friendly Adventure Game Studio

Started by WackyWildCard, Sat 29/09/2007 23:42:47

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WackyWildCard

I'm very happy to see that you have a new Beta available for download, and it has improvements. When I update my computer, I'll make sure to test it.

A suggestion, that I hope you find helpful:

Would you be able to make AGS more User-Friendly for guys like me who are students and workers, who have little time or apptitude in Computer Scripting. I mean, don't stop enabling Script, but, could there be, perhaps a digital GUI switch in the program that allows the Game Designer to set a certain mode for easy designing? Just in case, the designer does not have a great deal of time and/or patience for in-depth programming, but is very artistic and loves setting the commands and typing in the names, numbers and incorporating sound, graphics and video in the production.

Perhaps for example, me. I'm a working guy, also a student, but I enjoy designing art and a Sci-Fi/Fantasy RPG/Adventure Game I'm working with some friends. This is just a hobby, so we are not making a profit from this project, at least not for a long time.

For example: Could you perhaps, design AGS to help the user make a regular Adventure Game with RPG battle elements? Just for people like me who are slow. Heh.

Again, I don't want to sound ungrateful, or stupid (though I might) but please, seriously consider this, me and my friends are very impressed at the Quality of AGS, but would like it to improve.

Sincerely,

WackyWildCard


Radiant

Quote from: WackyWildCard on Sat 29/09/2007 23:42:47
I mean, don't stop enabling Script, but, could there be, perhaps a digital GUI switch in the program that allows the Game Designer to set a certain mode for easy designing?
There is one, it's called the interaction editor.

Quote
For example: Could you perhaps, design AGS to help the user make a regular Adventure Game with RPG battle elements? Just for people like me who are slow. Heh.
RPG battle elements are surprisingly non-trivial. One could make a module for that, but it's unlikely to be what everyone wants...

WackyWildCard

 :)
Thanks for your reply.

If you, or anyone else can direct me to a link to a Special Module that would help me in this matter, it would be greatly appreciated.

I would like our Sci-Fi/Fantasy Game that I'm still designing, to be a lot like impressive A Tale Of Two Kingdoms: with similar Gui style where the hero can gain Wisdom and Honour. Additionally though, it would be cool if the Hero, Sir George had a strength indicator; either a power bar or number indicating his health.

Then, when he does battle with a dragon or other dangerous monster, he can lose health points if he is hurt, and if he gets hurt too much, he will die. Also the monster could have a health bar or health score indicating life, but that would be optional. And certain weapons, like a sword or bow and arrows would have varying degrees of effectiveness.

Again, would you or someone else be able to direct me to such a module? I would be thankful.

WackyWildCard


Rui 'Trovatore' Pires

There is no such module yet, the reasons being, there's not been a lot of demand for one and the fact that all the really necessary things are already in AGS - variables you can manipulate. The way you display them may vary wildly from game to game, and that's the part that most people seem to want.

Re interaction editor - there used to be one, Radiant, but it was scrapped in this latest beta. Interesting that people are starting to miss it...
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Radiant

Quote from: Rui "Trovatore" Pires on Sun 30/09/2007 08:36:42
Re interaction editor - there used to be one, Radiant, but it was scrapped in this latest beta. Interesting that people are starting to miss it...
It is? Oh, that's nice. No, I hadn't missed it yet, I've never used it period (I don't even use the per-hotspot functions...)  :)

subspark

I bloody well miss it and I'm surprised more people didn't fight for it sooner.
Paul.

Rui 'Trovatore' Pires

Not a matter of fighting. :P In fact, it's been a matter of much discussion, whether to ditch it or to keep it - CJ wouldn't have done it if people hadn't come to the conclusion it wasn't necessary. If anything, I'm surprised hardly anyone stepped up in defence of the interaction editor.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Pumaman

Quote from: WackyWildCard on Sat 29/09/2007 23:42:47
Would you be able to make AGS more User-Friendly for guys like me who are students and workers, who have little time or apptitude in Computer Scripting. I mean, don't stop enabling Script, but, could there be, perhaps a digital GUI switch in the program that allows the Game Designer to set a certain mode for easy designing?

The thing is that features like an RPG fighting game are by their nature complicated, and it's not the sort of thing that a graphical designer would make it easy to do. You'd have so many variables and possible paths to take that in the end it's much easier to do it with scripting.

AGS could provide some sort of built-in RPG template, but it would never do exactly what you wanted and then you'd still end up in the situation where you'd want to change it but not know how.

At the end of the day, if you want to make a game with any sort of remotely complicated features, it's best to try and learn scripting or get someone on board your team who can do the complex scripting for you.

WackyWildCard

 :-\ :) :-\

Thanks for your advice guys. :)

I'll seriously consider your words.

The Quest Continues... ???


Babar

I little Off-topic, but..
Quote from: Rui "Trovatore" Pires on Sun 30/09/2007 09:19:41
Not a matter of fighting. :P In fact, it's been a matter of much discussion, whether to ditch it or to keep it - CJ wouldn't have done it if people hadn't come to the conclusion it wasn't necessary. If anything, I'm surprised hardly anyone stepped up in defence of the interaction editor.

I step up! I defend.
I like the interaction editor. And the lazy ass that I am, I don't download a newer AGS version until it is out of beta, and sometimes I skip minor updates anyhow. This is why I generally don't notice changes like this until its too late.
Interaction editor is very helpful for newcomers, until they find their feet in AGS. Its what I thought was being talked about when the main AGS page said that you *could* make a game without scripting.
The ultimate Professional Amateur

Now, with his very own game: Alien Time Zone

ciborium

Maybe CJ will leave 2.72 on the download page even after he makes 3.0 final.  That way folks who are new will still be able to use the interaction editor until they get their feet wet. 
If you're paying attention, the IE tells you how to script each interaction.  And if nothing else, you can look at the script when you've finished all your interactions to see how AGS compiles them.

WackyWildCard

 :o

THAT'S IT!

I'm confident enough to say, that I start a motion that we make a petition to bring back the Interaction Editor, for the Little Man, The Underdog, The Freshman (Like Me!) - Who's with me?!

Comon'! Let your voice be heard! Don't be shy!

:o


scotch

If it is brought back it should be in a redesigned fashion, IMO. The interaction editor got in the way a little, if you're a scripter and was actually too limited to put together most games people make.

Game Maker has a drag and drop script constructor, which could serve as a model for a new interaction editor, perhaps. It basically has a set of icons organised in tabs (tabs for drawing, setting variables, conditionals) which you drop in.. The buttons map to the common script commands (and I suppose they actually generate a script behind the scenes).

It's fairly easy to understand and it's a good introduction to writing plain code because the logic is quite similar.

If any form of interaction editor is brought back it should be an optional thing, so experienced people never have to see it.

WackyWildCard

 :)

I totally agree with you Scotch - the Interaction Editor would be OPTIONAL, so more experienced and skilled programmers would be able to get their hands dirty in the nitty-gritty, if they want. They would be able to switch it on or off like an electric light.

Again, I'm just suggesting that for people (like me) who are more of a WYSIWYG Mentality, the new AGS would have a WYSIWYG Interface that would allow beginners, perhaps even !children to design high quality Adventure Games, minus the frustration.

Sort of like a AGS for Dummys Mode! Heheh!

That would be soooooo cool! LOL!

Just a suggestion.


Ozzie

Actually, I thought the interaction editor was much too complicated.
I always got straight into scripting, because it always looked so intimidating.
I won't miss it, for sure.
Robot Porno,   Uh   Uh!

Shane 'ProgZmax' Stevens

QuoteRPG battle elements are surprisingly non-trivial. One could make a module for that, but it's unlikely to be what everyone wants...

CJ created Adventure Game Studio, it's designed to recreate the classic lucasarts and sierra adventures most of the people on this forum love.  You can implement your own rpg system without a massive amount of effort but that isn't what AGS was designed for, and there are other engines that do that job better, like RPGMakerXP, just as Game Maker is a superior engine for creating platform games.  Use the right tool for the right job and you'll save yourself a lot of hassle (this is provided you don't know much about scripting).

Dualnames

Good thinking but I don't really think so.
However the help manual could add some really helpful parts from the forums. I think in order to do things you have to learn scripting. We all did. It wasn't very hard.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

WackyWildCard

 :-\Hmmm...

How long did everyone take to learn Scripting? Curious I am.

Don't get me wrong, I have dabbled with scripting with my game construction. I even attempted to use Ahmet's RPG Scripting, but I became very frustrated with the results.

This is all I really want with my Adventure Game: I want the hero to walk around the rooms like a normal AGS Adventure Game, picking up items, using items, having conversations with people, solving puzzles.

Earning Wisdom and Honour Points like in A Tale Of Two Kingdoms. But also, being able do battle with monsters and to lose points. If all your life points are gone, the game switches to a room that says the hero is dead. Game Over. Start again or Load or Quit.

Or, if you win the battle you must have reduced the monster's life points to 0, or you can even stun it with sleeping dart.

That's all I can think of to say at the moment...


Vince Twelve

I think you'll be less frustrated if you start scripting on your own, rather than take somebody else's RPG script and attempt to modify it to suit your own plans.

The only way to learn scripting is through a lot of patience and effort.  It's impossible to tell you how long it's going to take.  It depends on how easily such things click in your brain and how much effort you're willing to put in.

The problem with what you're asking is that battles in RPGs are done in a million different ways.  That's why no one can just give you an RPG template, because your idea of how the RPG is supposed to work will undoubtedly be different from the template makers'. 

Just start with the simple things and implement everything slowly as you go, asking questions in the beginner's technical questions board after you've spent a lot of time trying to figure it out yourself.  Make sure to read the manual thoroughly.

Or, easier still, as ProgZ said, use a tool that's better suited to the job.  Make your game in RPGmakerXP.  It makes it very easy to create RPGs because that's what it's designed to do.  AGS is not designed to make RPGs.  It's just one of the many different things you can do if you're willing to put in the effort.  And I haven't seen any evidence that you're willing to put in that effort.

WackyWildCard

Thanks for your advice...I will investigate...though it will be sad if I end up not using AGS, since I think AGS is a cool program...but you made some valid points. Thanks.


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