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Anais Wachowski

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Aug 5, 2024, 1:39:14 PM8/5/24
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Wetake a deeper look at designing adventures using the design principle of potential energy: adventure scenes can be written to encourage players to engage with scene elements and create their own cool moments.

In the previous post, we reviewed techniques used in Adamantine Chef to add potential energy to a relatively simple combat scene through goals and tactics the foes used. We also looked at a roleplaying scene made more interesting and improvisational.


In The Howling Void, I was asked to bring an elemental node to life. This was a hard thing to do. Previous adventures, such as Temple of Elemental Evil, had merely populated a large cavern with monsters associated with the element. I did a ton of research, and almost none of it was useful. Older adventures usually lacked engrossing themes or potential energy.


When we create an awesome engaging concept for the overall adventure, the players buy in to the concept. They are now predisposed to enjoying the potential energy we place in the encounters themselves.


Spoiler) The confusing sign and the scale of the tower offer clues, but no true answers. Approaching requires interpreting the sign, or using alternate means to bypass the danger. Depending on other islands the characters have visited, they may have some insight into what is happening inside. There is another room where magic forces personalities to switch bodies. With that in mind (ahem), here is what the DM knows:


(Spoiler) This scene is a lot of fun to run. There are many variables, and they can all lead to fun interactions and exploration. They might set off the trap, waking the cyclops (who yells at the giant). Combat is possible, but not necessary. The party might not set off the trap, but not figure out what is happening inside. Or, they might figure out the situation and work with the cloud giant (who has a cyclops personality) to free the prisoner and quietly get out without disturbing the sleeping cyclops (with the cloud giant personality).


The Vault is where the game will end, though it can be visited at any time. This room acts as the envelope in the game of clue. The party must come here to solve the murder. If they are right, the door opens. If they are wrong, they can at least peer through the door and may learn some clues. The DM can offer up more clues if needed. The hints depend on who the murderer is in this particular game.


After creating the cameras with the scene menu of AC I used the action list editor and created two new actions, the two camera switch actions, I used these ones after an item pick up that I have already working, the idea is that the item is picked up and then the camera moves, but nothing happens after the item pickup

Any idea on how to fix it? I'm out of clues here


It's important to be aware, though, that AC GameCameras are only used for reference. At runtime, it's the MainCamera that actually renders the game. When you switch to a new GameCamera, the MainCamera will move itself to that GameCamera's position - either instantly, or over time.


To help debug the problem, you can enable the "AC Status" box at the bottom of the Settings Manager. When the game runs, this'll display the active GameCamera in the top-let corner of the Game window - is this listing the correct cameras at the right time?


It's also worth noting that you're not limited to switching between two static GameCameras to move the camera. You can also just use one camera and animate it directly using Unity's Animation tools, or Timeline, and then trigger that animation playback using either the Object: Animate or Engine: Control Timeline Actions.


This is only general advice, though. If you can share screenshots showing your situation, I can try to give more specific help about the problem. Please also let me know your AC/Unity versions, as well as the contents of any messages coming from the Unity Console window.


This'll be what you want for sprites and other scene objects, but you'll want your cameras to be further back so that they can render the scene propery. Try lowering the Z position in your camera's Transform component.


Also, I'm not trying to decide if the game will have photo realistic rooms or not - I want to achieve 2d pixelated, old-school style background scenes and I wonder if this can be made from photos, because I cannot draw them myself.


It is possible to create an adventure based on real photos. The question which is better, comic/hand-drawn style or realistic, depends on the style and content of your game. Myst is a fairly old but also popular example of realistic adventure games.


If you are interested in the background or some concrete solutions please specify which programming language you are using, or if you just want some game maker like solution.A widely known solution is the Adventure Game Studio, which allows you to import your own backgrounds, define zones for click interaction and lay out a basic Pointn Click adventure.Hope this gets you started!


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