All posts by Mic Uurloon

Scaling actors

In a point and click adventure game there are many rooms in which the actor’s distance to the ‘camera’ is more or less the same everywhere he goes.
But there might be rooms where perspective is important. Think long hallways, large outside areas, huge room, weird camera angles, etc.
Look at the picture below. These are a few examples of area’s where the actor can move closer to and further away from the camera:


When you play these games (Day of the Tentacle, Indiana Jones and the Fate of Atlantis, and Monkey Island II) these areas feel very natural. How the actor scales and moves depending on the location feels just right (most of the time).

What is it that it feels natural? And how do you implement this? Continue reading Scaling actors

Adding gameplay logic using Lua

Finally I had the time to finish this blog post (which I started writing quite a while back). This time it’s about adding gameplay logic to the game using Lua.
In an earlier post I explained how we separate our game code into several layers, namely the game framework, the game engine and the game(logic) itself.
Using the framework and the engine, we can build different games, since all artwork and gameplay logic is separated from these two parts. I explained earlier how the game assets (e.g. sprites) and room definitions are loaded into the engine and Jaap talked about loading the dialogue (see here), but we haven’t talked about where we define the gameplay logic, which actually makes the game the game.

Gameplay logic
So what happens when the player chooses to ‘pick up matches‘ for example? Where is that gameplay logic defined? What language is used? How is this separated from the engine? How do these parts communicate?

Continue reading Adding gameplay logic using Lua

Pathfinding in a 2D point and click adventure game – Part 2

Finally I have some time to write the follow up post on pathfinding part 1. Back then I went through the basic concepts of how to define the walkable area and the algorithms used to find the shortest path.
In this post I’ll dive in to the details, showing an example I created. Alongside this I’ll show several code snippets taken from our engine code.

The source code is available on Github and you can use it any way you want. Continue reading Pathfinding in a 2D point and click adventure game – Part 2

Pathfinding in a 2D point and click adventure game – Part 1

One of the fun parts of adventure games is exploring locations: walking around them looking for clues or just for admiring the wonderful artwork (we’ll get to that, much much later…)

From walking around a small prison cell – looking for a way out – to chasing an elusive character hidden in a vast office building either takes a few footfalls in a single room or the equivalent of a marathon spread out over various locations.

So how do you implement this ‘walking around’?
How do you define which parts of the screen a character is allowed to walk? How do you handle mouse clicks outside of those areas? How do you find the shortest path a character could walk to its destination?

In this post, I describe the general approach on how I take on these issues. Searching on the web you can find many ways to deal with pathfinding in 2d games. As it goes, I also checked a couple out, until I figured out a solution that is both easy to implement and serves our purpose.

Let’s take a look at the simplest case of pathfinding to illustrate what’s basically involved:
Disclaimer: Because we have no artist in our team (yet), all art is either programmer-art (all static backgrounds and sprites) or animated sprites we temporarily “borrowed” in fair use.

So what do we see in the picture that moves all by itself?
Continue reading Pathfinding in a 2D point and click adventure game – Part 1

Tech stack of a point and click adventure game

In our first post we covered the requirements of our game engine and in the second post we showed its basic design.

In this post we’d like to cover the underlying technologies that tie everything together and run the whole 2d point ‘n click experience.

Programming language
We stated that one of the main criteria for our game engine is to be able to run on multiple platforms. This requirement made us have a look at what programming language would make it easier for us to support this in a convenient way and at the same time be suitable for us based on our combined experience.
The following shows a list of languages that did not make it and the reason why:

  • Platform dependent language
    We want our codebase in one language. So no language per platform (Objective-c for iOS, Jave for Android, etc)
  • HTML5
    We don’t want it to be HTML5. HTML5 might sound ideal for multi platform but it has several limitations so it’s a no go for us.
  • C / C++
    We are not completely comfortable using c or c++. Although we know what it can do and that it can support all platforms, we think there are more convenient languages that should be able to offer what we need.
  • C#
    Although C# is a great language, and using Xamarin you can target many platforms, we didn’t go for it. It’s too Microsofty.

So what did we end up using?

*drum rolls, pigs screaming*


Continue reading Tech stack of a point and click adventure game

Design of a point and click adventure game engine

So here we are, merrily developing a 2d point and click adventure game.
That’s all great, but how do you develop such a game? What do you actually make? And where do you start designing?

In this post, we’ll go into the essential bit of designing and building a game engine.

The game engine offers the building blocks and mechanics for the game to be built with. It takes care of things such as drawing everything on the screen, making sounds, handling user input, etc. The following quote describes the concept pretty well:

Generally though, the concept of a game engine is fairly simple: it exists to abstract the (sometime platform-dependent) details of doing common game-related tasks, like rendering, physics, and input, so that developers (artists, designers, scripters and, yes, even other programmers) can focus on the details that make their games unique.” (

So it is important to separate the code & data of the game itself as much as possible from the game engine. Since there can be a fuzzy line between the game and the game engine, we like to show you how we’ve dealt with this by starting out with a general picture of the main components that are involved.  Continue reading Design of a point and click adventure game engine