In any adventure game (in any game, really), one of the most challenging functionality to implement is often pathfinding, that is the ability for the engine to figure out which path a character should follow to go from point A to point B. In fact, in a land full of pixels you can walk on, … Continue reading Walkboxes and pathfinding in KIAVC
As a first "deep dive" post, I thought I'd share some details about how KIAVC works internally, in terms of its main cycle, how it loads and keep track of resources, how it deals with scripting, rendering, etc. Again, I won't focus too much on any specific feature (the scripting part will definitely have its … Continue reading A look at the KIAVC internals
This is an amazing time to be alive, if you're a fan of point and click adventure games. Ron Gilbert and Dave Grossman shocked us all when they announced they were working on a new Monkey Island game, but as if that wasn't enough, a sequel to Flight of the Amazon Queen (one of my … Continue reading Introducing KIAVC!