If you want to create an adventure game but your visual skills are lacking, I recommend looking into text adventures! There are great tools for making them these days:
- Inform 7 has annoying syntax but an amazing IDE;
- Inform 6 is somewhat object oriented, has a good Emacs mode and decades of tools;
- Dialog takes the evaluation model of Inform 7 and dresses it in sensible syntax but it is a bit niche so tools are lacking;
Anybody else fondly remember the earlier Adventure Construction Set from the 1980s? It was similar, though more crude, software but for creating tile based adventure games. I remember breathlessly waiting for it to arrive in the mail one summer when I was a young teen, and then my brother and I spending countless hours creating games for each other to play.
What I got into before Adventure Construction Set was Stuart Smith's previous game "Ali Baba and the Forty Thieves".
It let you play upto 17 players (locally). Each player would get their turn, in turn, and do their moves, then pass the controller. A slow character might get to move 3 tiles per turn. A fast character 7 tiles per turn. Each character could go in any direction they wanted, the group didn't have to stick together. I played it with 5 people.
Also played it single player. When I got to the end, it challenged you to make it to the end without a single fight. I made it to that end and it had a congrats screen from Stuart Smith.
I was so excited bringing that box/album cover home from the store. I read the manual through just imagining the games I’d make. When I got home, I put the disk in, and… learned what “minimum system requirements” were, as it wouldn’t run on my PCjr.
Also Graphical Adventure Creator for the Amstrad CPC. I loved it, but failed to produce even a single adventure. My perfectionist tendencies made sure any progress ground to a halt almost immediately over text, logic or graphics!
My family had a copy of Graphical Adventure Creator too, I similarly failed to produce anything of note but I do remember having a lot of fun playing around with it and trying to design screens.
I, rightly or wrongly, attribute my love of computers to playing around on the family CPC, I really want to encourage that in my kids but I don't know what the equivalent is - I'm pretty sure it's not buying them a tablet, Raspberry Pi 500 maybe?
Yes! Until I saw the box cover illustration, I had totally forgotten that a high-school friend of mine and I worked months to build a Gauntlet clone on our 64K Apple ][+ machines due to the money it was costing us to play it at local game store/nerd magnet, "Dragon's Lair".
I do... 20 minutes on an Apple II for it to create a random adventure, which I found fascinating. I actually have the original in my collection. The games weren't bad, kind of like a decent hobby indie game from today.
I seem to remember using one called AGT (adventure game toolkit) that I'd obtained from some sort of mail away floppy shareware service or something. It's wild to think of how much has changed in the last few decades!
Now I'm creating adventures in Cursor with MOOLLM and working on compiling them to JavaScript to run in the browser, kind of like The Sims meets LambdaMOO meets Cursor:
Here's an interview where MOOLLM explains itself, then we go on a wild ride with the Irn Bru snowman, with underground embassy intrigue, Columbo style:
Among other things, this got me dabbling with software development. It had an awesome C++ like scripting language.
It also used to have a button with a text like "make a game" where you would click what you wanted in the form of checkboxes and when you pressed the submit button it would tell you something like, it's not that easy, is it? Wonder how easier it may be now. :P
Both creators are now very active on Youtube. Yahtzee has split from The Escapist to create an independent journalism website Second Wind, and Rebecca streams video games as Rebecca's Pixel Quest.
His friend and collaborator Francisco Gonzales (Grundislav) also has a great backlog of games. Besides recent commercial efforts, there's the free Ben Jordan: Paranormal Investigator series: https://www.grundislav.games/Ben-Jordan.html
I think that Wadjet Eye Games studio still uses AGS for their games, and most (all?) of the games published by them seems to use AGS as well.
I highly recommend checking their catalogue. While the first installements of Blackwell series didn't age that well I still think they are a quite nice starting point – they are short and memorable.
Gemini Rue is probably one of the best game stories I have ever seen. What Joshua Nuernberger did there is amazing. The "twist" that occurs there in the final third is something else. And it's built using AGS.
Yes they still do, and fun fact, SummVM has integrated support for AGS a few releases back, so one of my favourite titles from Wadjet Eye Games, Unavowed, works great on a ton of different OSes/platforms.
Wow, I haven't heard about AGS for a while - glad to see it's still alive and well. It should be noted that it's open source and still sees regular updates (20+ years later!)
I remember the original author of AGS was strongly against open source back in the day. Nice to see he either recanted, or handed the reigns to someone who wasn't opposed.
Blast from the past. In my mind, the Adventure Game Studio is forever tied to the ancient (German) Maniac Mansion Mania website [0]. Yes, that Maniac Mansion from Lucasfilm Games.
To this day, they’re are releasing fun new adventure episodes in the Maniac Mansion universe.
I have never tried AGS, but I cut my game making teeth on Klick and Play and RPG maker back in the day. I think I was intimidated by the amount of art and the level of story telling needed to craft an adventure game. I wish there was a mac version of this, since I refuse to go near windows at this point.
I had that! I wanted to write a game like Monkey Island but couldn't work out how to do an inventory system with what was available. I found some blog on the internet where an enterprising soul with the same issue described using prime numbers and a modulo calculation to make an integer act as a bitfield. I wish I could reread that for the nostalgia, seemed like magic at the time.
I moved on to RPG Maker and that was more my speed. I was really into JRPGs at that time.
I accomplished absolutely nothing with either software. I was stuck on imagining the perfect art and perfect story. That inaction remains in me to this day.
Haha same! I had Klik and Play, and The Games Factory. I spent ages trying to implement side scrolling in KnP. The crazy complicated action grids for the TGF example games with all their hidden objects to implement game mechanics helped convince me that it was easier to just learn C++. :)
Man, around 20 years ago, when I was a teenager, I used to noodle around AGS. I think I made a couple of "games", but never released them or anything. Glad to see it's still around!
Does anyone remember a similar commercial(?) application from maybe 10~20 years ago that was focussed specifically on point-and-click Myst-like adventure games? I think it didn't have scripting, at least not of the kind that AGS has. I can't remember what it was called.
Edit: Oh, it was Adventure Maker! And it had a free version: https://www.adventuremaker.com/ — Apparently stuff like scripting and sprites do exist, but only in the paid version. It's cool the website is still around.
I've created my own adventure game engine starting in the late 1990s. Only learned about the existence of AGS many years later. Although my own engine allows much more flexibility than AGS, there is no userfriendly IDE and besides the runtime, it's mostly just a bunch of separate tools. I have to applaud Chris Jones for going all the way, it's really quite impressive.
Oh wow completely forgot about AGS, awesome that it’s still alive and kicking! Brings back memories of Gabriel Knight, Broken Sword, Monkey Island and many other awesome adventure series!
Randomly stumbled upon this yesterday when I learned that there is a Goblins 5 (released 2023) and it was built using AGS and it’s playable using ScummVM!
From what I can tell taking to people in the discord and stuff, people seem to do it all the time and not run into any issues.
Still, it would be neat if they got off winforms and switched to something like Avalonia
I remember looking at it about 20 (?) years ago and came back disappointed that I could not use it on my Mac.
Well, at least I was able to revive this feeling today... :-(
- Inform 7 has annoying syntax but an amazing IDE;
- Inform 6 is somewhat object oriented, has a good Emacs mode and decades of tools;
- Dialog takes the evaluation model of Inform 7 and dresses it in sensible syntax but it is a bit niche so tools are lacking;
etc.
The Wise-Woman's Dog is one of the best adventures I played in 2025: https://ifdb.org/viewgame?id=bor8rmyfk7w9kgqs
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