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Creating Adventure Games for Teens

Book Description

If you're ready to learn all about making your own adventure games, CREATING ADVENTURE GAMES FOR TEENS is ready to show you how--and no prior programming skills are required! After being introduced to the history and principles of adventure game creation, learning what makes a good game, you'll immediately put your new knowledge into practice by making adventure games for the PC and web platforms. Using the latest version of Multimedia Fusion, the user-friendly drag-and-drop game and application creation program, CREATING ADVENTURE GAMES FOR TEENS will also teach you how to make text and graphic adventures, point and click graphic adventures games and the hugely popular hidden object adventure games--whether you're an experienced programmer or are just getting started this book will teach you all you need to know about adventure games. The book also includes instructions on how to make your own editors so you can quickly program your own games. With this book's easy, step-by-step instructions, you'll be on your way to creating great adventure games in no time.

Table of Contents

  1. Title Page
  2. Copyright Page
  3. Dedication
  4. ACKNOWLEDGMENTS
  5. ABOUT THE AUTHOR
  6. CONTENTS
  7. INTRODUCTION
  8. CHAPTER 1 ADVENTURE GAMES THROUGH TIME
    1. WHAT AN ADVENTURE
    2. A BRIEF HISTORY OF ADVENTURE GAMES
    3. CHAPTER SUMMARY
  9. CHAPTER 2 INTRODUCTION TO MULTIMEDIA FUSION 2 AND SAM
    1. WHAT IS MULTIMEDIA FUSION
    2. INSTALLING MMF2
    3. CREATING GAMES IN MULTIMEDIA FUSION
    4. THE EDITORS
    5. OBJECTS
    6. SYSTEM OBJECTS
    7. GAME DESIGN PROCESS
    8. WHAT IS SAM?
    9. CHAPTER SUMMARY
  10. CHAPTER 3 CHOOSE YOUR OWN PATH
    1. FEATURES OF AN ADVENTURE BOOK
    2. MOON TRAVELLER
    3. CREATING THE GAME
    4. FURTHER FEATURES
    5. CHAPTER SUMMARY
  11. CHAPTER 4 ADVENTURE GAME OBJECTS
    1. THE TEXT ADVENTURE MAP OBJECT
    2. THE TEXT ADVENTURE MARKUP OBJECT
    3. THE TEXT ADVENTURE MESSAGES OBJECT
    4. THE TEXT ADVENTURE PAGES OBJECT
    5. THE TEXT ADVENTURE WORDS OBJECT
    6. CHAPTER SUMMARY
  12. CHAPTER 5 DUNGEON OF TEXT
    1. GAME CONCEPT
    2. MAPS
    3. GAME FEATURES
    4. SETTING UP THE MMF2 FILE
    5. CODING DUNGEON OF TEXT
    6. CHAPTER SUMMARY
  13. CHAPTER 6 TEXT ADVENTURES IN DEPTH
    1. SIMPLE TEXT-ENTRY DIRECTIONS
    2. USING STATES AND ARGUMENTS
    3. USING THE WORDS OBJECT
    4. OBJECTS
    5. CHAPTER SUMMARY
  14. CHAPTER 7 GRAPHIC TEXT ADVENTURES
    1. GRAPHICS OBJECTS
    2. ADDING GRAPHICS
    3. STORING AND RETRIEVING GRAPHICS
    4. CHAPTER SUMMARY
  15. CHAPTER 8 WILD WEST
    1. GAME INTRODUCTION
    2. APPLICATION PROPERTIES
    3. GAME CODE
    4. CHAPTER SUMMARY
  16. CHAPTER 9 EDITORS
    1. WHAT ARE EDITORS?
    2. WHY CREATE AN EDITOR?
    3. DATA HANDLING
    4. CHAPTER SUMMARY
  17. CHAPTER 10 CREATING AN EDITOR
    1. DATA REQUIREMENTS
    2. THE EDITOR’S LOOK AND FEEL
    3. CREATING THE EDITOR
    4. PROGRAMMING THE EDITOR
    5. UPDATING THE ORIGINAL GAME
    6. CHAPTER SUMMARY
  18. CHAPTER 11 POINT-AND-CLICK ADVENTURES
    1. WHAT IS POINT AND CLICK?
    2. POINT-AND-CLICK FEATURES
    3. ORDERING OF OBJECTS
    4. LAYERS
    5. POP-UP MENUS
    6. GRAPHIC CURSORS
    7. CONVERSATION/DIALOGUE TREES
    8. CHAPTER SUMMARY
  19. CHAPTER 12 SHERLOCK BONES UNDERWORLD DETECTIVE
    1. SHERLOCK INTRODUCTION
    2. SHERLOCK CODE
    3. CHAPTER SUMMARY
  20. CHAPTER 13 HIDDEN OBJECT GAMES
    1. WHAT IS A HIDDEN OBJECT GAME?
    2. FEATURES OF A HIDDEN OBJECT GAME
    3. HIDDEN OBJECT GAME DESIGNS
    4. CHAPTER SUMMARY
  21. CHAPTER 14 LOST AND FOUND
    1. OBJECTS AND NUMBERS
    2. LISTS
    3. MOUSE CURSOR
    4. RANDOM PLACEMENT OF OBJECTS
    5. GAME CODE
    6. HOW TO IMPROVE
    7. CHAPTER SUMMARY
  22. CHAPTER 15 GRAPHIC ADVENTURE GAMES
  23. CHAPTER 16 STORY ADVENTURE MAKER
  24. CHAPTER 17 COMPILING GAMES
  25. CHAPTER 18 HELP AND SUPPORT
  26. INDEX