Thanks for writing such a superb tool.
cleveblakemore
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There is no comparison.
Some things have "flow."
Other things suck and are not well thought out. They lack Zen.
Adventure Creator is for people who can't program and have no zen. They don't know any better. They think AC is how development is supposed to feel. Agonizing, torturous and so over-engineered everything takes forever. That's blasphemy on the Unity forum, you never attack AC. It is the Pope of the Asset Store.
I've bought every tool on the Unity Asset Store for one simple reason ... I wanted to build a combination Adventure Game and Turn-Based combat RPG. No, wait ... I meant I wanted to build LOTS and LOTS of games like this, a sort of genre that particularly interests me.
I started in Adventure Creator, found it slow - tedious - boring and overengineered. Two hours in it and I am checked out mentally. I have lost my initial enthusiasm for my game concept. Too much piddling with a weird set of flags in Visual Script. It doesn't even feel like game design to me it's so labyrinthine.
Started last Friday just playing with PowerQuest having accidentally discovered it here on Itch.io. You know when something is good when you start playing with it and it sucks you into hyperfocus.
It is one week later and I have my prototype up and running ... three dramatic cutscenes, a cast of characters and a very atmospheric game that is what I wanted ... focused on the story and emotions with a component of turn-based combat. The Turn-Based battles are already spectacular. I was trying to copy the fights in "Shelter" and I almost cloned them.
I don't think I would have gotten this far in it in Adventure Creator and after a month I'd probably abandon it.
FLOW is essential to game development. I've written a lot of them and I can tell you that without FLOW you will never finish your game. If the engine itself is an ordeal, the development becomes torturous. It needs to FLOW like PowerQuest.
The ideal background is you should be at least a competent programmer in C# for Unity. You would also be greatly helped if you ever played with the original Adventure Game Studio back in the day (AGS) because this engine is like that one except vastly superior.
UPDATE : After another week of working in PowerQuest, I am blown away. So much better than Adventure Creator as far as 2D goes it is not a fair comparison. A better kit than the old ADVGTK. Spend the time to learn how it works, your brain will be fried at how well thought out it is. Everything is fun and effortless and it flows right through your fingers. You can focus on the story and game mechanics.
My initial attempt at this is a crude JRPG but you'd be amazed at how easy it can be.
READ THE DOCUMENTATION. THEN READ IT AGAIN. It is invaluable.
I am stunned at how much I was able to learn about it just playing with it before I read the documentation.
I set out to incorporate turn-based battle between PQ characters on Tuesday. It's Thursday night at 11:30 pm and a multi-character party is working really good. The first character I recruited into my party was a dog to assist in the combat and he turned out pretty cool, too.
It is the most intuitive, clever tool I have ever bought and I must have purchased half the Unity store. It all lacks something that Powerquest has. It's is obviously the product of many years of experience by a master developer who had a lot of Adventure Game Studio under his belt.
You'll need some C# skill, some Unity experience and a capacity to appreciate how instinctive it is. Many different turn-based kits of the Unity store will integrate nicely with this tool. My first effort is going to be simple, I am certain I will finish this game now that I understand this tool.
I had a hard drive fail on me last year and I lost these! Was planning for years to use these in my post-apocalyptic dungeon crawler as walls!! Thanks for putting them up in Unity format, much easier to import and incorporate right away!!!!
P.S. Still trying to find a way to put CRT flicker onto those select areas of monitors and electronic lights in Standard LRP materials. It was easy enough in Legacy materials animating the hidden illumination map but any ideas how to do it with Standard materials?
Most games you get stuck into for a platformer you realize right away how bad crouch is needed to hide behind crates and shuffle forward through a narrow passage. Immediately you have a stealth component and secret areas, adds a lot to the game right there. Ladder climb is almost mandatory now, needs to climb ladders to access new areas.
This is a beautiful character but you really need crouch and stand flat against wall to support stealth in a survival horror platformer. Otherwise this character is terrific. The biggest problem would be finding similar character quality for the other characters she might encounter other than the zombie.
These assets are nakedly ripped off from 2D artwork sold on the Unity Asset Store. You simply clipped out select portions, shrunk them down to postage stamp size and are now reselling them. What is kind of sad and deranged is that you could have produced superior images from AI if you had the patience.
The UI was a little rough in places but game so far is superb! I really miss the Adventure game and I'd like to make some and to buy some again. I can only hope that any game I would write would be a tenth as classy as this is so far. It's really teaching me that you can reach for a higher standard in an adventure game and it is very suited to the medium.