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Out Of Order retrospective: The big (speak) easy
By Tim Furnish

In this article, Tim Furnish writes about writing dialogue for Out Of Order.

2 Comments  | Continue 


Out Of Order retrospective: A-hunting pixels we shall go
By Tim Furnish

Tim Furnish isn't too fond of hunting for small objects in big places. In this article Tim discusses solutions he could've used to avoid these pixel-hunting puzzles in his game Out of Order.

16 Comments  | Continue 


Out Of Order retrospective
By Tim Furnish

This article is the introduction to a series of articles in which Tim Furnish looks back on developing "Out of Order", his critically acclaimed adventure game.

8 Comments  | Continue 


Just Like Monkey Island
By Deirdra Kiai

Deirdra Kiai outlines the continuing evolution of her personal game design philosophy, starting from imitation and moving on towards innovation and beyond.

14 Comments  | Continue 


Going Commercial
By Chris Tolworthy

Can you make a living as an independent adventure games developer? Chris Tolworthy, an independent developer himself, has performed some research, and shares his findings with you in this article.

23 Comments  | Continue 


The Cold Hotspot: Part 4
By Beiddie Rafól

Not all hope is lost as adventure developers are steering the genre towards the future. We're starting to see signs of reliable conventions being refined, and outright innovation in concept and design. Beiddie ends the series on a very optimistic, yet realistically watchful note.

5 Comments  | Continue 


The Cold Hotspot: Part 3
By Beiddie Rafól

Why are excellent titles like Grand Theft Auto and Half-Life 2 buzzwords on everyone's lips while another good title like Moment Of Silence is just that - silent? The publishers and marketers know the answer. Or do they?

12 Comments  | Continue 


Review manifesto
By John Campbell

Adventure Developers is going to review independent/amateur adventure games, and is looking for reviewers. Our reviews are going to be a little different from what you're used to, though. John Campbell explains how and why.

2 Comments  | Continue 


The Cold Hotspot: Part 2
By Beiddie Rafól

What happened that caused the adventure game to slip into relative obscurity and be largely ignored by the media and the rest of the world? Maybe the games of other genres can give us a clue.

2 Comments  | Continue 


The Cold Hotspot
By Beiddie Rafól

In its 'golden age' the adventure game enjoyed the trappings of luxury - a rarified cult status, high level production, original content, and yes, even innovation. However; the playing field has changed, the game has not. Is a renaissance possible for this genre?

28 Comments  | Continue 


The Importance of Story 2
By John Campbell

John Campbell continues his monthly feature with an article about the importance of integrating rich and developed characters into your story.

6 Comments  | Continue 


Puzzle Implementation
By Stuart Young

Puzzled about puzzles? Stuart Young shines a light on how to implement them into your game.

12 Comments  | Continue 


The Importance of Story
By John Campbell

John Campbell is missing something in a lot of independent adventure games. This is the first article in a monthy series in which he'll try to help you with story writing and related topics.

8 Comments  | Continue 


21 Adventure game design tips
By Bill Tiller, Larry Ahern

Bill Tiller and Larry Ahern, both industry professionals, share their knowledge in adventure game design with a set of basic tips.

0 Comments  | Continue 


A lesson on legal anarchy
By Stevan Zivadinovic

Game developers, LucasArts being a well known example, aren't always happy with unauthorized, fan-based, sequels based on their intellectual property. In this article, Stevan tries to avoid the cold wrath of their lawyers.

0 Comments  | Continue 


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Out Of Order retrospective: The big (speak) easy
By Tim Furnish

In this article, Tim Furnish writes about writing dialogue for Out Of Order.

Continue 



Our regular features tied together, for your convenience:

 Eye on amateur adventure
 Out Of Order retrospective
 The Cold Hotspot
 The Importance of Story
 Tiller Techniques



Popular features based on amount of hits:

1) 21 Adventure game design tips
By: Bill Tiller, Larry Ahern

2) Visual Character Design
By: Nathan Hansen

3) The Cold Hotspot
By: Beiddie Rafól

4) Puzzle Theory
By: Blake Speers

5) Going Commercial
By: Chris Tolworthy

 
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