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Creating a 2D point & click adventure with Blender

5

Rubén López writes:

I always wanted to make my own point&click adventure game since I played Monkey Island by LucasArts when I was a little kid. Last year I finally put together a script and found the energy and will power to spend a bit of time consistently every day doing graphics, audio and code. After 10 months, Quantum Derail is almost complete!

I used Blender to create all the graphics in the game. The game renders 2d images and sprites on HTML5 canvas, but I made these graphics by pre-rendering 3D geometry from Blender.

I had to figure out a number of things, and I thought I should share the workflow with others in case it is useful. You can find all the details here:

5 Comments

  1. Thanks @KVET!

    I also used GIMP to fine tune some graphics, and measure active areas such as doors, etc. I used Inkscape for vector art, mocks of the UI, and compute the contour of the walkable areas.

    I used pngnq and optipng to optimize all the sprites for the web (I had a goal of having all the assets under 20MB, so that it doesn't burn your data plans from mobile).

    The trailer was made with the video sequence editor in Blender, which is much more powerful than I had imagined!

    The game is programmed in Typescript, and I used the redux library for stage management, but no gaming libraries (I'm writing another article about that in my blog). I used webdriverio for automated testing.

    I think that covers all the tooling. If I remember anything else I'll add it later :)

  2. Josue Martinez on

    Omg Monkey Island was one of my favorites too, still remember the board that was required in the old windows game, up to the xb one guybrush threepwood was the best, captain lechuck was not.

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