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The Adventure
rgarcia edited this page Dec 3, 2015
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In order to understand the structure of an adventure game in the Adventure Composer we need to know some of the basis concepts:
- An Adventure Game is composed by one or more chapters.
- Chapters are composed by scenes.
- Scenes are composed by Actors.
When you select a chapter in the chapter selection box, the scenes of the chapter are shown in the Scene list panel.
The Adventure Composer creates projects following the standard LibGDX layout. Read about the layout in the LibGDX wiki Project layout section.
All assets are stored in the assets folder inside the android subproject. The assets folder follows the next layout:
BladeEngine.properties <- Configuration properties for the game
3d/ <- 3d models for 3d actors
atlases/ <- All atlases for the game. In order to support several resolutions, atlases are stored in folders named with the scale aspect.
atlases/1 <- Atlases when resolution scale=1. This resolution folder must exists.
images/ <- All the images (.png, .jpg) used by actors with renderer type *image*
model/ <- The game model. Contains all game definition (chapters, scenes, actors, verbs, etc).
music/ <- Music files.
sounds/ <- SFX files.
spine/ <- Skeleton files for Spine. Must be in the Spine binary format.
test/ <- Saved games and recordings for testing.
ui/ <- UI customization.
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The Adventure
- Project structure
- Working with assets
- Multiple resolutions
- Chapters
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Scenes
- Actor layers
- Walk Zones and obstacles
- Scene music
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Actors
- Background Actors
- Sprite Actors
- Character Actors
- Obstacle Actors
- Anchor Actors
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Animations
- Image renderer
- Atlas renderer
- Spine renderer
- 3D renderer
- Stand, Walking and Speak animations
- Dialogs
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Verbs and Actions
- Control actions
- Sounds
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Customizing the game UI
- Changing the UI Icons
- Customizing the Inventory
- Customizing the Game Screens
- Creating custom actions
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Testing the adventure
- The test verb
- Recording and playing games
- The Tester Bot
- I18N and text translations