monkey island 4?

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
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tinchopunk
Posts: 5
Joined: Tue Sep 28, 2004 3:18 am

monkey island 4?

Post by tinchopunk »

hello!!
Well i´m new here... (sorry about my english)
Can i make a game like Monkey Island 4???
in the case tha i can... How?? some tutorial?? or some help
thanks
Martín
Tyn
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Post by Tyn »

Yes you could, and I don't think anyone is going to be able to tell you have to make the whole game. We can get you started by after that you need to figure stuff out for yourself ( just like everyone else is having to do ).

How much do you know about programming?
tinchopunk
Posts: 5
Joined: Tue Sep 28, 2004 3:18 am

Post by tinchopunk »

mmmm not a lot of time, specialy with this languaje...
but i learn fast :)
any tutorials or something you have i will be grated
thanks
MArtín
Tyn
Posts: 932
Joined: Thu Nov 20, 2003 7:53 pm
Location: England
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Post by Tyn »

Get a big C++ book, read it, read through the Irrlicht tutorials, mess around with them and get comfortable with it. Also, read some of the articles on www.gamedev.net about how to go about writing a game.

There isn't a tutorial on the whole of the new that tells you how to make a game for several reasons. The first is that there are far too many ways of doing things to be able to give this sort of information. Secondly, the subject is far too large. We would be talking War and Peace here. The final reason is that you should do it your own way. Part of writing a game is about thinking of ways of doing things, then implementing them.

Sorry if that has burst the bubble but writing a game is not an exact science. I don't even think there is a right and wrong way to do things, I think there are ways that are better than others and it is about selecting the one that you think is best.

I hope this helps.
Kristian
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Joined: Wed Sep 22, 2004 3:07 pm
Location: Germany

Post by Kristian »

All I can tell you is that there's quite an amount of planning involved. I wanted to write an Adventure game like MI3 (don't really like 3d for Adventures) but it's on hold due to lack of artists. If you want to use C++, I'd recommend reading "Accelerated C++". But for this kind of game Art and especially Story are far more important than the actual coding. Mainly because there's not all that much potential for bugs, because it's an either it works or it doesn't kind of scenario due to the static nature of Adventure games. You might want to google for Roberta Williams' Chain of Perls analogy.

What you can do without any coding skills is write the story, character description, dialogues, puzzles, items that should be in the game, that sort of thing. It would be very usefull if you have some sort of drawing skills (as opposed to my skills ;) ), because you could work on storyboards and draw the characters, objects, scenes and all that to help you visualize.
tinchopunk
Posts: 5
Joined: Tue Sep 28, 2004 3:18 am

Post by tinchopunk »

OK i´know every thing you say...
I have the story, puzzles, art, modeles in 3d (not all), the main actor, and a lot of idea to implement (like mini games).
My problem is more like (the CODE) ex. How can i pick something and put it on the inventary? How can i make an inventory??? etc, so i have to copy for taken all the things, another to talk, another to save the game, etc...
That was my idea to a tutorial or something like that, i know that it isn´t a logic game system adventure blablabla it´s only some parts and a gide to make a room then i can do it, all languajes i start learning like that (i know a litlle bit of c++, i know pascal, in the wintermute engine i program in c or i think that was c)
so if somebody like to help...
but thanks for response very fast!!
Salut
MArtín
Kristian
Posts: 12
Joined: Wed Sep 22, 2004 3:07 pm
Location: Germany

Post by Kristian »

I did code on a little bit in text only, so I can give at least some advices, eventhough this project was one of the worst, design and code wise, I ever started. (oh, and it was C#. A typicall get me coding so i can pass the test kind of thing)

GameState: The GameState class is were it all started. The most important thing it contained (apart from some global info) was the Scene currentScene;
Scene: A basic class wich the Scenes (a Room would be a Scene) derived from
Items: (really dumb implementation) I had a baseclass Item and special classes for all different kinds of items. So, say I had a table, it would require an extra Table class and so on. Interfaces used were IUsable, ITakeable, IExchangeable iirc. they'd be implemented if you could use/take or exchange an item (use being modify in some sort, resulting in a new item in the place of the old one).
Inventory: This was merely a Vector of Items (the special Items being cast down).
Use Items with other Items: I wanted this to be as generall as possible using Events/Delegates but never got to finish it :P
Characters: Just a very basic class that could set a Character to be in a scene or not. This was supposed to eventually contain Dialogue logic as well.
Dialogue Logic: not done
Save/Load: Very basic system that saved to a textfile and loaded from a textfile. Stuff saved was just the current scene, the state of all Scenes and the Inventory.

Maybe I'll find the code, because I know I backed it up somewere :P
Was nothing fency really, more or less a C# testbed and testing some generall ideas. I'd very much like to write an Adventure game some day though. So if anyone has any help/experience..I'd like to know. What I thought was really stupid was the design that I had a special class for every Item. (Eventhough I did start to write a simple Item-Generator wich would create a code file for the class from some Input)
tinchopunk
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Joined: Tue Sep 28, 2004 3:18 am

Post by tinchopunk »

ok Kristia!!
I will be very interesting if you can found that code!!!!!
I´m really scared to start any code i in front of a with proyect, all is blank space everywhere i´m in panic!!!
So any help it´s welcome!!
Tyn
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Joined: Thu Nov 20, 2003 7:53 pm
Location: England
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Post by Tyn »

Start small and get familier with Irrlicht first is my advice. Then it doesn't seem dauting at all.
tinchopunk
Posts: 5
Joined: Tue Sep 28, 2004 3:18 am

Post by tinchopunk »

yes i know that i have to make something small and then a big proyect!!!
yeah i kwno that the problem is that i con´t know what i have to make first in a simple rooom
so thanks
MArtin
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