https://github.com/deadsuperhero/actionwheel
A VerbCoin / Sierra hybrid for Adventure Game Studio
https://github.com/deadsuperhero/actionwheel
adventuregamestudio ags
Last synced: 4 months ago
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A VerbCoin / Sierra hybrid for Adventure Game Studio
- Host: GitHub
- URL: https://github.com/deadsuperhero/actionwheel
- Owner: DeadSuperHero
- License: mit
- Created: 2021-02-28T06:42:44.000Z (over 5 years ago)
- Default Branch: main
- Last Pushed: 2021-02-28T07:54:54.000Z (over 5 years ago)
- Last Synced: 2025-04-13T06:47:43.823Z (over 1 year ago)
- Topics: adventuregamestudio, ags
- Language: AGS Script
- Homepage:
- Size: 10.5 MB
- Stars: 3
- Watchers: 1
- Forks: 0
- Open Issues: 0
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Metadata Files:
- Readme: README.md
- License: license.md
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README
# ActionWheel
_Note: This template is designed for AGS 3.5.0_
ActionWheel is an open source game template for
[Adventure Game Studio](https://adventuregamestudio.co.uk). The goal of this
design project is three things:
1. **Visual Simplicity** - in point-and-click adventure games, it's sometimes easy
to end up in a situation where the game UI elements take up way too much space.
Worse yet, sometimes there's a significant amount of distance between the
_thing you want to click_ (a verb icon, like "Use") and a _the thing you need to
click afterwards_ (an object, like a lever)

ActionWheel attempts to solve this problem by putting everything you need in
one place, at the shortest possible distance from where you clicked. The idea
is similar to VerbCoin by LucasArts, which was used in some of their most
popular games. However, the design is also highly influenced by the Sierra
Creative Interpreter, courtesy of Sierra On-Line. My design intention was to
put both systems together into something new.
2. **Context-Driven Indication** - ActionWheel uses several different kinds of
labels to indicate to players certain kinds of context:
* Cursor Label - A hovering label next to the mouse pointer appears when
all interfaces are closed, showing Characters, Hotspots, and Objects in a given
room. This easily shows to players what things in an environment can be
interacted with.
* Wheel Label - The Wheel Label clearly explains the buttons on the wheel.
Additionally, the label will contextually update for certain kinds of
properties - for example, the "Use" icon can change to "Pick Up" or "Touch" to
indicate what kind of action is available for that button.
* Inventory Label - Finally, the inventory window shows what icon is currently
under the mouse.

3. **Integration of Elements** - ActionWheel aims to design a new kind of
point-and-click interface that incorporates traditional pop-up windows into
a stationary cursor area, based on where the player clicks. Similar to the first
principle, the intention is to keep the most important, most-accessed functions
within immediate reach for the player. In addition, this particular design is
intended to be friendly to both traditional desktop inputs, as well as mobile
tablets.

## Current Status
A very basic demo game has been put together with a 1.0 release of the GUI's
functions. Although the code is a little ugly and a little hacky, it works well
enough to release as a template.
There are a few future goals that I want to explore for the project:
* **Custom Dialog Rendering** - I'd love to figure out how to incorporate
custom dialog buttons with icons into the UI. This is somewhat harder, and
requires the use of dynamic sprites, but it's 100% possible that speech options
could also be factored into the UI somehow.
* **Tablet Optimization** - I have a few ideas on how AGS might be optimized
for touch interfaces, and want to experiment with them in the near future. The
biggest two things are: representing touch inputs to an engine designed around
mouse clicks, and visually showing to players exactly where fingers are positioned
using the AGS Camera API.
## How to start using this!
There are two basic ways to get up and running:
1. Git clone this repo and open up the demo game
2. Git clone this repo, and instead put the `actionwheel.agt` file in the folder
where your AGS Editor lives.