Entries tagged with “Adventure Game Studio”.



Ed. Note: Before starting to create Winter’s Shadow, Ben Chandler has written for us a 4-part series of game design articles Design Taught in Pitfalls

Making games. Sometimes a hard task. Sometimes it is made to look like it’s not. What about trying to make again what’s already been made? Yes, this is an article about remakes. And it’s based on my HHGTG experiences.

But what is HHGTG (aka H2G2)? These are acronyms for ‘Hitchhiker’s Guide to the Galaxy’. A book (and radio play) written in the early 80′s that became and still is a cult phenomenon for Science Fiction fans, very much like its author Douglas Adams. Shortly after the book, Douglas alongside Steve Meretzky, a programmer from Infocom, created a text adventure based on the book’s universe. One of the most successful and clearly one of the most remarkable games ever. (more…)

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The 2009 AGS Awards

Awards are nice. (more…)

Welcome back! Last time I bitched about old-school adventure game interfaces and tried to convince people to throw them out the window. Today I’m going to give an example of how I futzed around with the interface of my game, Resonance, adding a layer of potential complexity to the puzzles while keeping the interface simple, fast, and intuitive.

RESONANCE!
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There’s just something special about frolicking in a meadow for a while without a care in the world and that’s the best way I can describe Danny Dread is On Call. A cool breeze blows through your hair as you prance through the beautiful flowers, even if you don’t have any real reason to do so and you have minor allergies.

But enough of my odd and slightly creepy analogy that will become a little more clear momentarily, let’s get down to the meat of Danny Dread. (more…)


Ed. Note: A while ago, Josh talked about several locations from Boryokudan Rue to give his ideas on Visually Directing The Player