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It has never been easier to make an Adventure Game

It has never been easier to make an Adventure Game


In the early years of personal computers, the genre of adventure games, such as classic titles, predominated King’s Quest and The Secret of Monkey Island. An artist living in Toronto Julia Minamata This style of play that emphasizes storytelling and story-based puzzles grew.

“With an adventure game, you move at your own speed and it’s like a book rather than an arcade game,” he says in the 459th issue of the Minamata newspaper Guide to the Geek Galaxy podcast. “I found that when I was an artful, free-spirited child, interactive storytelling was the kind of game that was most appealing to me.”

Video game journalist Kurt Kalata loves adventure games because he wrote and edited them Guide to Classic Adventure Graphics, a massive volume that determines dozens of different games. It’s a book he would have liked to have had as a child in his 90s. “I remember I kept it there [adventure game guidebook] like my bible, even for the most part how to play games and how to win, “he says.” I wanted something like that, but it’s really about games. “

The genre of adventure games has been moribund over the years, but such tools have arrived Adventure Game Studio has created a thriving indie scene. Minamata is working hard Crimson DiamondA 16-color adventure game inspired by the mystery of Sierra’s 1989 assassination The Colonel’s legacy.

“It only caused me to go back to the genre when I started watching games that were produced by the developers,” says Minamata. “It was done by Yahtzee Croshaw Chzo Mythos, Francisco Gonzalez made the Ben Jordan series. These are the only people who use Adventure Game Studio, and that was really inspiring for me. ”

While tools like Adventure Game Studio can help simplify the coding process, there is still no shortcut when it comes to creating great artwork. Kalata spent months Monkey Island-named inspired game Christopher Columbus is an Idiot, but it hit a wall when it came time to smooth out the visuals. “Everything there was written in MS Paint and it finally came up like this:‘ I don’t know if I can devote time to this without being a commercial project and until it’s a good commercial project, ”he says.

Listen to the full interview with Julia Minamata and Kurt Kalata in episode 459 Guide to the Geek Galaxy (above). And see some notable points in the discussion below.

Kurt Kalata point and click games vs. in text analysis games:

“[With a point-and-click game], you just have so many tools to relate to the world, so if you end up trying enough things, you’ll fix it, and that was a blanket for me to feel comfortable with. Everything could be tried, and you would eventually find it. And text analyzers weren’t particularly good at Sierra games Infocom games, which had a better vocabulary. I think if the game was a little ahead to say what he understood, and also if you didn’t have to guess what he decided to name the name, or at least had more synonyms for some words — it would be better.

About Julia Minamata game designers:

“Before the situation we live in right now, I went Pax West, and I was able to get to know him Lori and Corey Cole, really amazing, and I met Douglas Herring who was an artist The Colonel’s legacy, that’s the main inspiration for my game. Al Lowe it was there too, so very cool. They were on the adventure game panel together, so I watched it and talked to Lori and Corey Cole for a while. … So it was awesome to see them and go to events to show off my game – to meet people here and there and see people who are still developing. [games]. It was really inspiring. “

Julia Minamata on The Colonel’s legacy:

“Artists were given a lot of opportunities in terms of what they were creating. They were given reference material, photos of some similar houses, but left on their own. With things like that King’s Quest, is what would happen Roberta Williams He would make a basic sketch of “Here’s a tree, and there’s a stream, and there’s a rock,” and he would pass it on to the artists, which would interpret that as something more professional. But what was great The Colonel’s legacy didn’t he do that? He just said, ‘Go and do things’, so [the artists] they were able, from the ground up, to create this amazing atmosphere. “

About the future of Kurt Kalata Monkey Island:

“I was involved Limited Run the project, and I know they hoped that this project would generate some interest in Disney. Disney is so big that they didn’t even know what [Monkey Island] was because they are “some old 90s games that people like”. So we hoped it would generate quite a bit of money: ‘Okay, people are interested in this Monkey Island thing, and here’s the original designer would be interested when you do something with it, then maybe some connection will happen. ” … The stars need to be aligned. Someone who works [these companies] must be a fan of these games. Someone cares. “


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