<div class="gmail_quote">On Fri, Nov 18, 2011 at 6:32 AM, Johannes Schickel <span dir="ltr"><<a href="mailto:lordhoto@scummvm.org">lordhoto@scummvm.org</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
* Your engine must target an 2D adventure game.<br></blockquote><br>This is a bit ambiguous. For example, Myst/Riven and the 7th Guest are not considered adventure games (at least not "classic" adventure games) - they're puzzle games, really. Also, this still does not cover two cases, which I would like to have covered as well:<br>
- Non-adventure games, developed with an adventure game engine. I suppose these should be the only exceptions to the rule above, thus they should be mentioned as well, IMHO (e.g. scripted games, like Quest for Glory or games requiring some changes to their engines, such as Elvira, Living Books, Humongous games and Lands of Lore)<br>
- "Pseudo-3D" games. These aren't using any real 3D graphics, but prerendered 3D graphics like Myst/Riven. The user can turn around by 360 degrees, so the games do look 3D. Examples are all of the Cryo adventures, and games by Arxel Tribe (i.e. the ring engine that Littleboy has been working on). Today's examples would be Google Street View and the Google Art Project:<br>
<a href="http://www.googleartproject.com/">http://www.googleartproject.com/</a><br>The 3D code needed is minimal, at least (i.e. there is no shading, no 3D models, no nothing - only scrolling prerendered pictures).<br><br>
What about these games?<br><br>Regards<br>Filippos<br clear="all"></div><br>-- <br>"Experience is the name every one gives to their mistakes" - Oscar Wilde <br>