Public Administration in Adventure Games

I was thinking of creating a point'n'click adventure game. The problem I ran into represents the logic of the game and the state in a general (and not ugly butt) way.

State of the game:
You took an object from the room, it should no longer be there (it can be done easily) You spoke with a character who went on to influence another room / screen, how to save the number and character in what state

The logic of the game:
You are talking to a character, he makes some kind of animation and changes some things in a global state, how would you install this without hard coding the game?

I think the questions are related to each other, because figuring out how to represent the state will go a long way in determining how to define "actions."

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If your game engine does not contain any scripting language, you will have to do something. Eliminating hard coding tends to incur responsibility for defining actions at runtime, and the runtime must somehow define these actions. If you don't already have one, learn an embeddable language like Lua or Python, or maybe even Javascript.

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, Lua. , , (, ), script. , ( , , , ), .

point click, AGS Wintermute. , , . , :)

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Source: https://habr.com/ru/post/1782267/


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