07-23-2014, 06:24 AM
The thing about gameplay in a click and point adventure game is that it's literally the same for each one. Despite games done by Humungous having a simpler interface compared to other adventure games and games like Grim Fandango and Escape from Monkey Island having a slightly different feel overall, most click and point adventure games have no real differences with their core mechanics. In other words, it's just the same game with a different skin and altered puzzles.
Going by how standard adventure games work, you could expect these mechanics from this game.
- The playable character is able to take objects and use them in the world to either progress through the game or cause an amusing reaction.
- When interacting with NPCs, a dialog tree is used to make choices on what to say in order to get different reactions and information.
- At least three different buttons are used when dealing with a person or object. A speak button, an interaction button, and an examine button. All of these should be self-explanatory.
- Sometimes, the need for combining items pops up. They would create new items that would be used in other puzzles.
If you want to see a lot of these mechanics in action, try watching this video. It's the gameplay from the Curse of Monkey Island.
I'm sorry that I didn't say a whole lot about gameplay before, but since games like these are heavily story-driven, a lot of the preproduction revolves around refining the plot first.
Going by how standard adventure games work, you could expect these mechanics from this game.
- The playable character is able to take objects and use them in the world to either progress through the game or cause an amusing reaction.
- When interacting with NPCs, a dialog tree is used to make choices on what to say in order to get different reactions and information.
- At least three different buttons are used when dealing with a person or object. A speak button, an interaction button, and an examine button. All of these should be self-explanatory.
- Sometimes, the need for combining items pops up. They would create new items that would be used in other puzzles.
If you want to see a lot of these mechanics in action, try watching this video. It's the gameplay from the Curse of Monkey Island.
I'm sorry that I didn't say a whole lot about gameplay before, but since games like these are heavily story-driven, a lot of the preproduction revolves around refining the plot first.