You guys think it would be possible to make a tell tale game in unity using some sort of ‘generelisable’ method.
Im sorry if this isn’t the place to post this question but I was just wondering cause if so I would like to make it but really not sure where to start.
Welcome francy
See you back in a couple weeks/months.
Adventure Creator can be used to make these types of game.
I built one as a proof of concept last summer, and turned out to be not very difficult at all. From a development standpoint the main thing is to plan and break things down into logical abstractions. Also to separate the game flow logic completely from the display logic. (The one I built switched from 2d to 3D halfway through the development)
Structurally, the are very simple compared to most other game types. It is just a branching collection of “scenes” (in the generic sense, not the unity type), based on the users choices. Even using QT events, those are just fancy choices.
In the UI forum here there is an nifty open source node editor. I used that as the basis for an editor tool that allowed the writer/designer to build and edit the story flow.
Really the key part to these games is the story. The tech is easy.
This. Game designers for this field aren’t pulled from the normal pool of trumped up artists or programmers. They come out of script writers and novelists.
The jury’s still out if anything has made a good workflow to me. Nodes are great for visualization, but I see them getting in the way more than I would want.
I agree. Visual node based thingys don’t add anything for me personally. I did the node interface to make it easier for the writer.
I’m wondering when it became in vogue to use Tell Tale instead of Tall Tale.
As far as an asset in the asset store that helps a noob or anyone else for that matter with ‘Tell Tale’ style game writing look at Adventure Creator. Anything that gives you more time story telling rather than coding is a plus for you or a top rate coder for that matter.
They’re referring to a style of game developed by a very specific company.
? Those are just games based on episodic story telling. More or less RPGs.
That game style is a style derived from existing story telling as old as the hills. OP can use Opsive Behavior Designer or Angry Ant’s Behave but they need to tell a story, diverge the game story plot details around key events and then converge back to the same ending if the characters are successful, if unsuccessful then the plots stay diverged. If the game is allowed to be resumed then it resumes from the plot line they originally diverged into.
Write your story beginning to end and then go through and embellish it with multiple possible story timelines and hinge your game play on that.
They should be careful though not to get too carried away with the depth of the divergence into subplots as they aren’t staffed to handle that much production.
Getting any game feature-complete and polished is a tech challenge, even point-and-click adventures. I have to agree with @sicga123_1 that Adventure Creator takes care of almost all of the tech stuff, though – menu system, saved games, scene changes, navigation, object persistence, interaction, physics puzzles, dialogue and voiceover, etc. (If you want even more dialogue choices, the Dialogue System has an integration package for Adventure Creator.) So if you use Adventure Creator then, yes, the tech is easy.
The real reason I wanted to reply was that David Kuelz posted a great article on Gamasutra a few days ago: Narrative Design Tips I Wish I’d Known. This is an awesome article, and very valuable to read before starting any writing of your own. The high level points are:
- Story Starts With Gameplay
- The Story Isn’t The Words
- Writing Is A Form of Feedback
- Focus On Environments, Not Sequences
Although he’s talking about game design in general, it’s also very applicable to point-and-click adventure games.
My feelings too although I avoid reading such sites as Gamasutra.
The technique is the the same, something we all experience and learned as children so we should rely on own own human experience more and then the stories you can create from your memories turning innocent fun memories of the past into games. The OP should find it easier and easier to have fun story telling via game play in Unity as Unity and the OP become better at what they do.