The way I've been building KIAVC so far, consists in a core that takes care of the heavy lifting, and a scripting language to leverage the functionality the core implements in a programmable and dynamic way. There are times, though, where the engine may not support something you need, and it may make sense to … Continue reading Adding plugins to KIAVC
Localization in KIAVC (and 0.0.1 release!)
It's been quite a while since last time I posted a devblog update: work has kept me busy, and I didn't have much time to spend on KIAVC unfortunately! That said, I did manage to get a first 0.0.1 release of KIAVC out: if you haven't had to chance to tinker with it yet, do … Continue reading Localization in KIAVC (and 0.0.1 release!)
Dialog puzzles in KIAVC
One of the things that makes adventure games so fun are the conversations you can make with the other characters. While it wasn't always like that, it's pretty much a standard in adventure games today (and not only those, nowadays) to have branching conversations where you can choose the next thing to say and see … Continue reading Dialog puzzles in KIAVC
Lua scripting in KIAVC
While an engine is a powerful component that can take care of most of the heavy lifting a videogame requires, in the vast majority of cases it's not also responsible of the game itself, i.e., its logic or progression: that's something that most of the times is delegated to some form of scripting instead. This … Continue reading Lua scripting in KIAVC
Walkboxes and pathfinding in KIAVC
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
A look at the KIAVC internals
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
Introducing KIAVC!
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!





