Mara of the Ori Adventure Game Development

I thought I’d leave an update on my adventure game-making endeavors. Building an entire game from scratch has certainly been a challenge… more so because I’ve had to learn to use a new programming environment. I’ve had a good head start on some of the artwork, but there are so many little things that need to be drawn up.

Below are a few rough screenshots. They’re pretty simple and need some polishing, but they’re the product of a partially-complete engine that’s about a week into development.

1

Win a date with Ry the Squirrel!

 

If you’ve read both installments of A Conundrum of Eggs, you may recognize the two scenes below. Here’s the schoolhouse that was inspired by the “Little Lulu” cartoon, and the scene where Mara is instructed to study herself by looking up her own nostrils…

 

2

If you can’t look up to yourself, who can you look up to?


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… and the three stars.

Converse with the stars, but don't burn out your retinas.

Converse with the stars, but don’t burn out your retinas.

 

I’m pretty pleased with it so far. Something not illustrated is the volume of code I’ve written. Most of my efforts have gone into the game’s engine, which supports most of what I’d like it to. I grew up with many of the LucasArts titles: The Monkey Island series, Indiana Jones and the Fate of Atlantis, and so on. I’d really like to capture the feel of those games, from the interface to the sometimes quirky dialogue and bad puns.

At some point I’d like to at least have a playable demo up, so that I can show the mechanics that still images don’t illustrate.

The main challenge is time. It’s not enough that the code works. It has to work efficiently. 60 frames per second is considered the standard goal, which means the computation for every frame has to finish within a little more than 16 milliseconds. I was a bit surprised at how easily that time can be wasted, especially if I want this game to run on tablets and phones. One poorly designed block of code in the wrong spot can obliterate any hope of a 60FPS mark.

In any case, I’m hoping to have some more substantial screen captures, and maybe a demo, shortly! One more thing I need to do – figure out my goals for this project.

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