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Adventure Game Dev

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I would like to try a visual/text adventure game similar to Pillars of Eternity interactive cutscenes. Where should I start?
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By giving up
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Could try asking the Amateur Game Dev general or reading their sticky on /vg/
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>>17556792
This is something I have always wanted to do too. It's arguably easier to develop than most other genres out there and it can yield a good interactive experience if made autistically well. I think you should start with brainstorming. Think about what the general theme of the game will be and what elements you would like to see in it, then think about how to develop the game so that it fits the best with those things. For instance, Pillars of Eternity has a skill check system in place for its interactive narrative. Actually thinking about how you want everything to fit together and adjusting that as you make your game is usually the most important step in development, since fucking that up means fucking up the game in its entirety. Think about how many games you know that are ruined due to disgusting systems in place, and how some games worked out so well due to a single mechanic that perfectly fulfilled its role in the game.
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>>17556792

What are you even asking?

1. Find an artist if you can't draw (most expensive part of this).
2. Write a story.
3. Work out your stat system.
4. Take a 30 minute coding class on "How I move picture and put words on it" (Or ask me, Pegasus, or anyone in the /g/ programming general to write it for you once you have content).
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Start by writing it.
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>>17556792
Look at Baldur's Gate II as your primary influence.

Also, good luck!
Thread posts: 7
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