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AdvEngine protects users from having
to write their own engine, and leaves them to concentrate more
on the creative side of making an adventure game, namely the plot,
graphics, sounds and script. This will reduce development time
considerably.
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A graphic adventure is vaguely
like an interactive stageplay. It involves actors (called characters),
which perform in front of a backdrop (such as the 'interesting'
scene in the screengrabs) which can change. They use props (or
objects) and can exit to other locations.
They also follow a script, and the characters in AdvEngine follow
one also. Without a script, an adventure game wouldn't go anywhere.
Most games utilise a plot of some
sort. Beat 'em ups and most driving games tend to have little
or no plot, and if they do, they are usually weak. The nature
of a graphic adventure game dictates that a strong plot is essential,
as it plays on the popularity of stories.
The end user will have chosen to sit down and become immersed
in a fictional story-world where anything can happen, within the
confines of the world.
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Obviously, there's a lot of graphics
to be drawn, as even in one location, a backdrop must exist to
set the scene, followed by graphics for objects in the scene,
such as a book which may be picked up by the player. The main
character itself must be drawn, and as they have a habit of moving,
a graphic for each frame of animation must be drawn.
Sounds play an important part in
setting the atmosphere, and should not be overlooked. Sound effects
and music can often lull the player into a sense of realism, especially
if they are ambient sounds which do not draw attention to themselves,
such as the sound made when a player walks over cobbled stone
paths, or when they are close to a tree, and the birds begin to
sing...
Finally, a script must be written
which tells the characters what to do. As in theatre, it will
involve lines which the characters will speak at certain times,
as well as events which cannot be controlled by the player, such
as making characters walk to particular places, or acting out
a cut sequence.
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AdvEngine does not take all of
the programming away from the user - only the part which would
deter most would-be adventure writers, as sitting down with a
copy of C++ with no real goal other than to write an adventure
can be daunting.
However, if all the programming
was taken away, then any game created with AdvEngine would be
the same as every other in terms of what the characters say, what
they do, and the puzzles presented to the player. In order to
allow you to write a different game from the next person, a simple
programming language is used, and explained below.
The heart of AdvEngine relies on
a scripting language called Bob (for no particular reason).
From Bob, you can load and position characters, objects and backdrops,
move them to new positions, hold conversations with other characters,
or alter anything you want.
From a single Bob script, you define what happens when the player
does something in a location, as mundane as opening a door, to
blowing up a neighbouring planet when you turn on the tv.
The beauty of Bob is that it is
external to AdvEngine itself, so you do not have to understand
the language AdvEngine is written with just so you can make your
character say "Hello".
Bob will also be fully documented,
so you will have no problems writing BobScripts.
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