   resources on making an adventure game?
  hi there,i was looking through some old games reviews and i came across the greatest adveture game ever, for me ofc, Monkey Island 2: LeChuck's Revenge. i got curious how a game like this is made, and i started looking for materials and tutorials on adventure game development but unfortunately couldnt find anything useful. maybe i dont know what i am looking for exactly ?! so is there anyone who can point me at the right direction, show me some tutorials or articles on the topic?thank you in advance!best,y.   
  The graphics would usually be implemented with a relatively simple side scroller (with fake parallax for illusion of distant objects) using artist drawn sprites and backgrounds. Of course anything else is possible, but you were referring to the "classics" :)Most of the actual game should probably be done by defining hotspots in "background coordinates" which invoke scripts. Similarly, buttons like "use A with B" will trigger a script (or will do nothing if none is defined).That's not necesarily what you have to do, and indeed I don't know if this is how it was done in Monkey Island, but it is probably the easiest and most versatile (and reusable) way.Using hotspots and scripts, the game content much more manageable, the actual program becomes a lot easier, and the programmers don't even need to know about the game contents.   ;  I'd love to see you making such a game! Too bad that this genre died.You could use DirectX/OpenGL and draw in Orhtogonal modus to keep it 'flat'. Define a couple of background layers. Just render a big quad with the (transparent) layer image drawn onto it. However, be a little bit carefull with the size though. A screen filling bitmap can easily eat up several megabytes. In the past they probably fixed this by repeating small images lots of times, 16 color pallettes, small screen resolution, etc. Memory is more forgiveable these days, but still... Your sprites are pasted on ofe these layers, depending on the depth. With some small depth offset you can let the OpenGL/DirectX do the rest of the depth ordening.The fun part is probably the scripting, like Samoth already explained. To ease the coordinate definitions, you could make use of another bitmap to navigate and click. For example:  - black pixels = can't walk here  - white pixels = you can walk here  - Red pixels = clickable region. Red 1 = ID 1, Red 2 = ID 2, etc.  - Blue pixels = trigger region when walking there  - Green pixels = ?Use this info to navigate, and use your script to solve what happens when clicking on a certain red pixel. ID code 2 could be a button in scene X. Totally depends on the scene script.I guess it's worth to look into a scripting language such as Python or LUA to do the game-specific action such as puzzling, interacting with objects, talking to characters, etc. It keeps the "engine" code clean from anything specific, and (other)programmers can relative easily create game-code without touching the engine. The script is called when clicking on an object, trying to combine objects, and so on. The script itself can call your engine again to play sounds, show text messages, adjust your inventory, trigger animations, and so on.Good luck!Rick   ;  Both, Scumm and AGI/SGI were basically script interpreters.Today, you would use Python or Lua+C/C++ to accomplish the same thing.Unfortunately, the technicalities required to implement such a game are by all criteria considered to be too trivial today to be worth spending time writing a tutorial.You could also ask here.   ;  I've been slowly working on a similar game myself and I have to say that the game code is such a small portion of a project like this. The majority of the work is going to be with the graphics.That said, if you are putting something together like this yourself and don't have strong artistic skills, you can still pull off some pretty sharp stuff with applications such as Poser and Bryce.Also, there are gobs of great Photoshop tutorials out there that will show you how to do pretty much any effect you want. So, if you can't draw a decent building to save your life, go take a few photos and use Photoshop to make them fit the style of your game.My game is going to be all web based using Silverlight and I'm playing around with some different techniques to try to give my graphics a bit more life. One I hope to experiment with is mixing video with my 2D graphics. I'm not sure how it's going to turn out yet, and if I'll use it in the final game or not, but it will be fun to play with.For designing the story of the game, I started by writing a full game walkthru (similar to the ones you see on game cheat sites). With it, I have a basic framework for how the game is going to play and I can flesh out the details in another document.But yes, I really miss this genre. King's Quest, Liesure Suit Larry, Space Quest and all the other great games of times past.John   