The Adventure Game and Interactive Novel

The Adventure Game and Interactive Novel


  • Tag Archives iPhone
  • Interactive wallpapers

     

    Sometimes during the game, you will come across those that we call “interactive wallpapers”.

     

    The perspective will switch to a first person POV and you will be presented with a high detailed image. It could be everything: a bookshelf, a cabinet to unlock… a corpse!

     

     

    What you basically have to do is to… figure out what to do! It could be an easy task or a hard puzzle, but in every case you must examine very well the details of the image presented and interact with it. The fun doubles with a touch device like an iPad or a smartphone: you will have the real sensation to be interacting with an object to unlock its secrets!

     

     


  • Unity, editors and text parser

     

    Technology evolves quickly. It develops like it was an everlasting teenager, getting higher, bigger, and stronger day by day. And, sometimes, it evolves so quickly it forces software developers to start again from scratch the developing process.

     

    The programming of Nicolas Eymerich, Inquisitor: The Plague, lead by Fabrizio Zagaglia, was a long process.

     

    Fabrizio "Zago" Zagaglia - Lead Programmer

     

    The developers had, out of necessity, to deal with the proliferation of smartphones and tablets. In the beginning, a prototype of the game was developed using Wintermute, but it was put aside exactly because it was not compatible with the growing request for mobile devices support.

     

    Scumbag iPhone

     

    Then we switched to Unity3D that, aside from being crossplatform (PC, Mac, iOS, Android, now Linux too, and someone says it works even on displays of washing machines), granted the introduction of real time 3D, which we used for some of the game environments.

     

    Unity is an outstanding tool that is gaining a lot of users, and so the community and the information are growing, new features are being implemented… which translates in solutions for every possible bug.

     

    Aside from the aforementioned possibility to develop the game for different platforms, Unity has the merit of having good visual tools (for example the scene editor, the animation editor etc.), that make the level editing process easier, and the possibility of using a stable and versatile language such as C# with little to no limitations. But probably one of the most appreciated features resides in the possibility of creating ad hoc editors for taking care of specific matters concerning the developing of a specific video game typology, editors that are already integrated in the Unity3D environment. For Nicolas Eymerich, Inquisitor: The Plague we developed several editors: one for characters and face expressions animations, one for the dialogues, one for the localization database, one for the game logic…

     

    Character Editor

    Logic Debugger

    Game Logic Editor

     

    Unity made it possible to create a text parser, that adds a vintage touch to the game. Mainly it’s a homage to MUDs and Sierra On-line-style adventures of the old times; but it is also an additional tool to support the accessible version of the game, given that a text parser is necessary to a potential voice recognition.

     

    Every single element of the game, from environments to items to characters, is operated in the same way, and it’s identified among the other things by an univocal element (a name) and by a series of action linked to it depending on its current status. For every featured language synonyms of the names are stored in the localization database. This way, the parser can associate the various synonyms to the elements composing the shown scene, recognizing in the typed sentence the verb and the direct object and executing the requested command.

     

    The following video shows how the text parser works.

     

     




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