Getting started
by Benjamin Swee · in Torque Game Builder · 12/04/2009 (8:16 pm) · 3 replies
Hey all, I'm having a little difficulty figuring out a way how to start building my game.
I want to make an interactive design similar to crimson room. It would be a multi-linear story. For example the player will start off in a backyard, to proceed into a house he would need to find a key by clicking on it, once that key is found the player clicks on the door and can proceed. Now I also want the player to be able to back track such as return to the backyard and find other items essentially an inventory system and using items to figuring out puzzles and where to go.
I'm not sure if I should have each area a new scene (new level) or if I should have only 1 scene. I just can't seem to wrap my mind around an ideal way to script and build this type of game. The problem is that the scene needs to change according to inventory. I'm wondering if anyone could give me their insight on how to tackle this. Thanks!
I want to make an interactive design similar to crimson room. It would be a multi-linear story. For example the player will start off in a backyard, to proceed into a house he would need to find a key by clicking on it, once that key is found the player clicks on the door and can proceed. Now I also want the player to be able to back track such as return to the backyard and find other items essentially an inventory system and using items to figuring out puzzles and where to go.
I'm not sure if I should have each area a new scene (new level) or if I should have only 1 scene. I just can't seem to wrap my mind around an ideal way to script and build this type of game. The problem is that the scene needs to change according to inventory. I'm wondering if anyone could give me their insight on how to tackle this. Thanks!
#2
12/05/2009 (1:59 am)
Thanks for your reply. I was planning on either using Scene or toggling images. However my real worry is the inventory. Somehow it might not be so easy to bring that from scene to scene. Myst might of been a better example than Crimson Room.
#3
I'd probably create 2 t2dSceneWindows, and place them side-by-side. The first Scene Window would have the scenes that get loaded in. The inventory could be kept in the second Scene Window.
You could also create a GUI that overlays the Scene Window. This GUI could use bitmap buttons that would represent the inventory items.
12/05/2009 (3:32 am)
There are several good ways to handle inventory.I'd probably create 2 t2dSceneWindows, and place them side-by-side. The first Scene Window would have the scenes that get loaded in. The inventory could be kept in the second Scene Window.
You could also create a GUI that overlays the Scene Window. This GUI could use bitmap buttons that would represent the inventory items.
Associate William Lee Sims
Machine Code Games
You'd probably need a new scene for each area. You could show "open/closed" states of objects by toggling between two images.
You could place generic Scene Objects with custom collision areas to provide the location for clicks to work. Those clicks would callback to a function which would either toggle an image or bring up a new scene.
Hope that helps!