Adventure Creator - Make 3D adventure games (DEMO, VIDEO, WEBSITE)

Adventure Creator is a fully-featured Unity extension that takes the headache out of creating your own adventure games. It’s flexible design allows for traditional 2D point-and-clicks like Monkey Island, 3D cinematic epics like Telltale’s The Walking Dead, 2.5D games like The Longest Journey and even first-person games like Normality.

It’s designed to let you create a complete adventure without doing any scripting. But, if you do want to extend, it features a “plug-and-create” system for custom events, clean code and good documentation.

The kit includes a demo game with source, which you can play in your browser here.

Adventure Creator is available for both Unity Free and Unity Pro on the Asset Store.

LAUNCH TRAILER

LINKS

FEATURES

  • NO CODING - Make a complete adventure game - with characters, puzzles, cutscenes, menus and saving - all from within Unity. Go from concept to completion without writing a line of code.
  • ALL THE STAPLES - Hotspots, interactions, pathfinding, NPCs, conversations, inventory items, global variables, cursors - everything you’d expect in an adventure game engine.
  • ALL THE Ds - Supports 2D, 2.5D and 3D games, all within the same interface.
  • DEMO PROJECT - Pick apart the demo scene, which demonstrates many of
    Adventure Creator’s key concepts.
  • MULTIPLE STYLES - Switch between point-and-click, cursor-driven
    and first-person control on the fly. Want to use a controller instead
    of a mouse and keyboard? It’s all at the click of a button.
  • INTUITIVE INTERFACE - Tab between the various aspects of game
    design - settings, inventory, variables and more - all from within the
    same window, letting you focus on graphics and gameplay.
  • POWERFUL EVENT SYSTEM - Build cutscenes and interactions
    by chaining events together. Make a character hold something,
    animate the camera, query the state of a variable, even slow time.
  • CHARACTER ANIMATION - Change a character’s expression,
    turn their head, make them jump in the air - all separately or all
    at once. By animating different body parts in different ways, you
    can create new, more complex animations.
  • TIMED EVENTS - Want to give your gameplay urgency? Give time limits
    to conversations and interactions, and display arrows on screen for the
    player to follow.
  • BUILT FOR EXTENSION - Written your own events? Plug them into the event system. Custom scripts? Call them from within cutscenes. And with it’s clean source code, core functionality can be tailored to your needs.
  • SAVING AND LOADING - Flag objects for saving just by attaching scripts. The fast serialisation system gives tiny save files, and stores data automatically when the player moves between rooms.
  • OPTIONS MANAGEMENT - Change the volume of music, speech and sound effects in-game and regardless of save slot. Turn on subtitles, and change the language - all from within the default options menu.
  • CUSTOM MENUS - Customise the in-game menus or design your own. Construct a menu, change it’s appearance and position, add graphics, buttons, lists and toggles all from simple functions. (Some coding required)
  • MASSIVE MANUAL - A 20,000-word document covers all aspects of Adventure Creator, and includes a chapter on how it works, to help coders looking to extend it’s core.

Already got this, in fact possibly five minutes after it went up. I’ve already started messing about with it. Looks really good, this was one of those things on a wishlist of hoped for assets and definitely a must have for anyone into these games.

Got this recently, and you’ve saved my arse in development time :slight_smile:

By any chance, is there a way for having those “Clementine will Remember That” moments like in the walking dead, saving information that will carry on and effect game play if you were making episodic games lets say?

Great Work Chris, cant wait to see what improvements youll make.

cool

Wow very nice will keep my eye on this for my personal use of Unity :slight_smile:

Do you mean saving between different games? You can easily record ints and bools within one game using the Variables Manager, and have them save/load, but it won’t transfer between different Unity projects. It’s feasible that you could have an import function that loaded in just the variables from a saved game file, but you’d need to make sure both games shared the same Variables Manager.

Thanks, I’ll keep this thread updated. Once any teething problems are out the way, I’ll see where to take things. I don’t know if Unity auto-alerts you to updates, but you should grab the latest version (1.12) before starting a game, as I had to change the names of a couple of script files.

Does this app incorporate Drag and Drop functionality?

I would like to incorporate card play into an adventure puzzle game.

Hi
I’ve been messing around with the demo in the project. When I get Tin Pot to look at the barrel, left and right arrows appear. These do nothing at the moment, they don’t react to clicks, and the character is stuck at the barrel - it’s not frozen, Tin pot will react to a click on the barrel but nothing else. Was the same in the web demo. Has this been fixed in the latest version or are you unaware of the problem? Just FYI really, it’s a great kit

Not right now, I’m afraid. Would a two-click interface be sufficient? ie. click to select the card, click again to place it. Should be quite quick for me to implement for you, if that would do the job.

Actually, arrow prompts are just for the cursor keys, not to be clicked on. They’re designed for more of a “Walking Dead”-type game, where the whole game would be played with cursor keys. You wouldn’t typically combine them with a point-and-click interface, they’re just in there to demonstrate it’s possible.

Chris, yes, that would work, too.

Though, I would have to figure out how to have the cards displayed.

I’m a game designer, but not a coder. I tried your demo and the functionality looks great.

I’d like to see the 2 click functionality as well if possible, allows for additional types of games. Thanks for pointing out about the arrows, sorry, I was a bit slow on the uptake there most of the point and click games I’ve seen are restricted to mouse clicks including clicking on direction arrows on screen (HOPA games), using cursor or arrow keys are strictly off limits. But putting that functionality in would be easy enough.

OK! I’m writing version 1.13 right now - amongst other things, it’ll have a new Action called Inventory: Select, which you’ll be able to do this with.

Other improvements will be better iOS/Android support, and the ability to play different speech audio depending on the selected language.

In it goes! I’ll give designers the option to make Arrow Prompts respond to cursors, clicks, or both.

If they’re meshes in the scene, you can use the visibility action to hide and show them as and when needed.

Hi ChrisIceBox

Very nice kit, but I hope that you would make some video tutorials for it, here most of people prefer an interactive learning with image and voice, because its faster :slight_smile:

Thanks

I have to agree with Zozo. I bought this on the spot when it came out yesterday (thank you for finally making such a kit - it was long overdue) but it’s a bit overwhelming with all the available options. A few video tuts would help out a lot in order to get us going.

This looks very promising! I’ve been trying to get a system together on my own for a little while and am not past the prototype stage, so I might just grab this sucker and start working! You’ll probably see a new purchase go through soon. :smile:

Hey! GREAT kit! Instand buy! I just went to look if there was any new asset for this, and there it was! Shiny and new :slight_smile:

I’ve been writing my own but never had the time to finish it, so I’ll go with yours… It’s so completed! Great documentation also! A few videotuts will do the trick for people who dont know if buy it and new customers for starting up.

Now… :)… I’ve got looots of things to comment for future development :stuck_out_tongue:

I readed the documentation and I’ve been looking at your code. Clear and readable, so thanks!! It’s a great work!

I miss a touch interface… easy one adding a InputType and modifing how buttonPressed is flagged at PlayerInput.cs in case of touch. I was thinking on extending it to something like, tap=go/look at, double tap use/take, drag around the screen just like mouse hovering for discovering objects… But I see you should have something in mind if you talk about ios/android.

But it would be nice to be able to create the game interface (not menus) with actionslists or at game settings …

I mean, in a point and click enviroment there could be different interface solutions like scumms, verb coins, click = go/look doubleclick=use, or click=go click&wait=look double click=use or even a Loom style musical-verb staff !! Some will suit better for touchscreens, other for PC mouse control. So many implementations… so thinking about it, maybe there is a way to let us customize our own solution (without thouching your code).

Other thing I saw is that there is only one speech audio but I see you are dealing with it. If speech files will reside at Resources folder, I think a bit of organization will be needed… like Resources\speech\spanish\guybrush001.mp3 … or even Resources\speech\spanish\scene02\guybrush\guybrush001.mp3 (just in case you need to make a whole game from a episodic one and not lose all the files/ids references).

Also… the “Player” name… Lots of adventure games have multiple characters ala DOTT. Some code look for the character called player, so careful there :slight_smile: more with speech files names… The files will be named differently because its ID, but it would be better to have bernard012.mp3, hoagie054.mp3 than player012.mp3 and player054.mp3 as those “players” will be recorded by different actors.

More on localization… The “use” + object.name + “with” + object2.name string literals should be language customizables, maybe at general settings.

Cameras… I would add two other cam modes… follow character 2D like (when you reach near a right/left border the cam scrolls), and follow character over path, for 3D movement (not look-at, real follow over a path spline/points like is some rooms of Tales of Monkey).

And last… I will use this kit primarly for 2D adventure games, although I knew its more 2.5 or 3D focused, so I’ve been looking at ActionCharAnim, ActionCharHolds and ActionCharFace, pathfinding and the Char class, to make my owns, extend them or overwrite funtions to use a 2D animation package (2dtoolkit or smooth moves) for characters/npcs as every other 2D package have their own animation class to .blend or .play clips its kind of “animationclip”. Also when dealing with 2D characters, rotation must be fake 4/8 directions (for facing and walking)…

I have some clues of where to touch (PlayStandardAnim at AdvGame, and Char for change lookDirection/facing…), but a standard solution for 2D characters would be better (maybe some upper class char-> subclass1 2Dchar / subclass2 3Dchar).

I know… It’s a bit too much for a feedback :stuck_out_tongue: But… take in mind that you have done the next best thing since ags, visionaire, scumm and pancakes! :slight_smile:

So thanks!! And keep the good work!

PS. Good looking shortfilms you got… I Loved En passant…

The way Touch Screen support will work will depend on the control style option you choose. Point and Click will be pretty much the same as it is now, but Direct and First Person will involve clicking and dragging (Tales of Monkey Island-style). It may need further tweaking based on feedback, but I think it’s important to get the core of iOS/Android support out soon.

Something to think about for the future. One thing I was quite adamant about was that AC doesn’t take control away from the coder. If you want to go in and change things, it should be simple to do so. I think there’ll still need to be a balance between functionality and simplicity, so far as interface customisation goes.

The first example is exactly how it’ll be :wink:

Unfortunately, despite my efforts it’s not possible to make an adventure game with multiple characters. The reason for calling the player’s lines “Player” in the audio files is to make it easier to swap out the player prefab in your game, and not have to rename audio files.

Quite a lot of people have been asking about 2D support. You’re right in that it’s mainly only the animation that’ll need to be changed - I need to get everything else behind me, and then I can look into it properly, but I’ll refer to this when I do.

OK, so a couple more things for 1.13! Hoping to submit later today…

Good point. I’ll look into this.

I really like that the source code is included… you have done so much that changing a few things it’s quite easy. And your code is so clear and understable it’s easy to catch up if you want to mess with it. The only drawback is start changing things around and deal with future asset updates :cry:

Dont worry, multiple playable characters is not an easy task, but I hope for it in a future :slight_smile:

Yep, every adventure game done with unity that I know are 2D and all of them use non-public engines. And the indie scene is fully 2D (maybe doing 3D assets is way harder so it’s a bit more profesional oriented). I think lots of AGS/Visionaire/Wintermute users will come here for its easyness and Unity’s multiplataform and moderm deployment…

So, really good work :slight_smile: It looks great now, and it will be great with any improvements you do in the future…

Hi Chris!

Loving the Kit so far, but I had a question.

http://www.youtube.com/watch?v=T_PaXNfgqQY

Would you kit support a control like this?