I’ve been putting together some tools for making point and click games in Unity, and wanted to share how I’ve done things and how I’d use them to make adventure games
So I’ve made a 3 part series showing it off:
It covers my history with using tools like Adventure Game Studio, and how they work, and then shows how I use the tools I’ve made in unity to set up a scene and script some dialog and puzzles.
I’m not planning on making the tools public, they’re too specific to our workflow to be generally useful without loads more work. But if you’re curious to try anyway, or have a gander at any parts of the code let me know (contact @ powerhoof.com), or feel free to tweet questions (@DuzzOnDrums) at me too .
I roughed out the pelvis chest and skull each on their own layer so I can move them around independently- these won’t squash much, the squishing is mostly in the connecting tissue. I did the arms/legs/tail in the simplest possible form (a line) so its really quick and easy to redraw poses. Also with their own layer.
Initial doodle where I rough out the key poses- mostly just the anticipation and the end-position poses for each attack. The main thing for flowing combos is having the “end position” of each attack work as a good “anticipation position” to telegraph the next attack.
I thought it might be fun to mention some of the stuff I’ve found useful for pixel/animation work in Photoshop.
First thing is obviously to turn off all the anti aliasing.
Switch the Paintbrush for the Pencil, put the Eraser into pencil mode, and untick “anti aliasing” check boxes for the Lasso and Paintbucket. I like to go into the settings and turn off pixel grid if it’s on- that thing makes it impossible to see!