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I have a sketchbook full of all kinds of sketches from quick doodles to character studies, iPhone interaction diagrams and user interface wireframes. There’s also a lot of messy handwriting, from plot outlines to character descriptions, names and lines of dialog. The sketchbook is where almost every idea for the adventure game first starts to find its form. Scene graphics are no different. In this post, I’m illustrating the development of a scene, especially the visuals, from the first sketch to the almost finalized graphics. In order to spoil as little as possible, I chose a scene already seen in one of the screenshots.

Initial sketch
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Another one in the series of more technically oriented blog posts, this time I thought I’d write about the mask image system I’ve developed for my game. Mask images are handy for various things, especially in point-and-click adventure games.

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I’ve been thinking about starting to write about game design and technical implementation as well, so here’s my first foray into that direction – a brief description of the high level structure of the adventure game for iPhone I’m developing. Like I’ve written earlier, I’m a total newbie when it comes to video game development – and blogging, for that matter – so some of this might be quite obvious.

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