Building a sequence state system is an absolute must for keeping in game sequences manageable. A sequence is usually a scripted event that the player is not in control of. It could be a full screen animation or an in game event. Having this type of system allows you to start or end a sequence at any moment. Continue reading
Today I’d like to talk about the save system I designed for Bik.
I’ll try to be as simple as possible so you can use this information in any way you need. Originally I began to implement my own method and would save the information to XML files but it was taking a while and was not very robust, and I wanted the game to come out before the end of my life, so I turned to the Asset store once again. I use a plugin called Easy Save 2 for actually writing and reading the variables to and from a file. Continue reading
*EDIT (I am currently available to consult or help implement my adventure game framework for your project..more info here: http://forum.unity3d.com/threads/2-d-point-and-click-adventure-game-framework.293708/ **
Here is a video demonstration of the latest version of the editor for my framework:
This is the first of many blog posts where I will describe the methods I used to create my Adventure game framework in Unity.
When I first started working on Bik (in 2012) I was using Adventure Game Studio (AGS). AGS is dead simple to use and has a really amazing community who actively keep it updated and can help you with just about anything! After a few weeks into using AGS I realized it had some limitations. For one, it had no built in way to handle multiple aspect ratios. This was a big deal because I love widescreen gaming.
Another limitation was its ability to work on multiple platforms. Yes, there are builds for various platforms including iOS, but these were not working well a year ago and they still are not very easy to get working. It took Wadjet Eye 8 months to port Gemini Rue to iOS, and I haven’t heard any mention of android from them.
I wanted Bik to work on any device and any resolution. Since I am one person, I couldn’t afford to spend the time optimizing for each platform. I also thought it would be great to be able to incorporate some form of 3D graphics into the game. The answer was clear, Unity3D.
I am very excited about the music for Bik and wanted to share with you two tracks. I hope you enjoy!