AV-Portal 3.23.2 (82e6d442014116effb30fa56eb6dcabdede8ee7f)

Escoria, a libre point'n'click framework using Godot Engine

Video in TIB AV-Portal: Escoria, a libre point'n'click framework using Godot Engine

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Title
Escoria, a libre point'n'click framework using Godot Engine
Subtitle
"Oh, it looks just like SCUMM!" -- Tim Schafer
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CC Attribution 2.0 Belgium:
You are free to use, adapt and copy, distribute and transmit the work or content in adapted or unchanged form for any legal purpose as long as the work is attributed to the author in the manner specified by the author or licensor.
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Release Date
2018
Language
English
Production Year
2017

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Abstract
The Godot community has released a full-featured point'n'click adventure gameframework based on Godot Engine. It is fully open source (MIT licensed) andcomes with a great open source manual and demo game written by Ariel Manzur,the Escoria creator, and the FLOSS Manuals FR community. This presentationaims at showcasing Escoria, its features and the basics of using it, to giveattendants a good starting point for creating their own point'n'click games. Back when they kickstarted their Godot Engine-powered point'n'click adventuregame [The Interactive Adventures of Dog Mendonça andPizzaboy], its developers hadpromised that they would release the framework they developed under a free andopen source license. This finally happened in October 2016, after someimportant refactoring to make it suitable for any kind of point'n'click game.At the same time, a great open source manual and demo game (see links) werereleased, written by Ariel Manzur, the Escoria creator, and the FLOSS ManualsFR community. The free and open source world has therefore an advanced point'n'clickframework at the ready with both source code, demos and documentation, onlywaiting for game designers and artists to create awesome adventure games (bothopen source and proprietary, the engine license is not restrictive). To givean idea of the tool's maturity, Tim Schafer of LucasArts and Double FineProductions said of it, when visiting the developers of The InteractiveAdventures of Dog Mendonça and Pizzaboy, that "it looks just like SCUMM!" (theengine used by LucasArts for their classic adventure games). Escoria is basedon the 2D and 3D Godot game engine, and can thus leverage many features thatare not common in point'n'click adventure games, which allows for the creationof interesting hybrid genres. In this presentation, we will showcase the features of Escoria, how to setup anew project with it and use its scripting language to create classicpoint'n'click scenes. Basic knowledge of Godot's interface is not mandatory,as we will try to explain also what features are specific to Escoria and whichones are specific to Godot. The presentation will reuse elements of theexisting manual and demo in attempt to be as clear as possible, and to allowattendants to continue their discovery of Escoria using resources they arealready familiar with.
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Adventure game Point (geometry) Musical ensemble Presentation of a group Online help Software framework Game theory
Scripting language Adventure game Slide rule Software developer Computer programming Set (mathematics) Video game Bit Software framework Game theory Formal language Product (business)
Point (geometry) Classical physics Pairwise comparison Building Open source Demo (music) Multiplication sign Software developer Model theory Demoscene Loop (music) Network topology Core dump output Software framework Game theory Library (computing)
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Complex (psychology) Computer program Group action Multiplication sign Translation (relic) Mereology Element (mathematics) Formal language Programmschleife Operator (mathematics) Software testing Software framework Descriptive statistics Adventure game Texture mapping Bit Directory service Word Process (computing) Logic Statement (computer science) Moving average Game theory Cycle (graph theory) Sinc function
Adventure game Complex (psychology) Computer program Real number Multiplication sign Set (mathematics) Demoscene Formal language Revision control CAN bus Process (computing) Logic Graphics software Software framework Software testing Game theory Compilation album Task (computing)
Polar coordinate system Computer program Complex (psychology) Musical ensemble Group action State of matter Decision theory Multiplication sign Workstation <Musikinstrument> Cyberspace Formal language Usability Neuroinformatik Computer configuration Core dump Software framework Extension (kinesiology) Physical system Scripting language Area Adventure game Curve Software developer Moment (mathematics) Bit Demoscene Googol Process (computing) Software repository Auditory masking Graphics software Configuration space Right angle Ocean current Point (geometry) Cone penetration test Open source Product (business) Element (mathematics) Crash (computing) Hacker (term) Task (computing) Graphics processing unit Graph (mathematics) Chemical equation Projective plane Interactive television Word Personal digital assistant Mixed reality Network topology Video game Game theory Object (grammar)
have the I mean financial help for having him
coming here but else he would have come and certainly with he would have spoken [Music] to to do so but yes you know it was impossible maybe next year thank you hello everyone and welcome to this presentation where I will be talking today about a scoria framework which is a label point-and-click framework using the dough engine that allows you to make adventure point and click games so first of all what is this
Korea s Korea is basically a set of tools and scripts built on top of coder engine Godot engine I will be eternally talking about it in the next slide the this framework aim and aims at providing a basic workflow for whole team to build an adventure graphic game ud based on top of it to the so it provides multiple tools such as the esc scripting language that i will be talking a bit later too and just know that it's meant to be a tool for either four teams to adapt and built on top of it or for indie developers in the also alone so what is
Korea is not first of all it's not an only one product such as you can know with Visionnaire or Adventures game studio which isn't a complete solution to that allows you to do to create such games this is not exactly the Navi idea so it's not exactly a user-friendly product you will have to adapt and know the framework no-gooder engine because you will be using good ranging extensively it's also not make your game without programming solution so it's not like RPG maker stuff that allows you to put your assets and just move them by clicking and dragging them the way you want it's not exactly that ghetto engine allows you to do so but this is not exactly the purpose of s.korea framework engine which some of
you may already know and if not you're welcome to over to our booth in the H building which is a full-featured Engine 2d and 3d that allows you to create your games it's not a library that because it takes over your entry point main loop inputs shaders it allows you to create the whole stuff that you put into it again and organize your your stuff in nodes into the same tree model that you have an illustration here by the jetty sweetie from some epic unreal who a little comparison between the the way the scene is there is organized in other engines and the one in in Godot as you can see here in other engines you put all your assets in the biggest sea and organize them and them inside in Godot you just create your scene and you split them in sub scenes which you don't you split up again in even smaller sub scenes that you can use in other scenes so you can you have since reusable and easier to maintain that's the end of the basic ID and of course go to engine is fully open source and MIT licensed so back to us Korea
framework again there's already one professional game that uses a scoria framework it began it began with the development of the demo in 2012 showing a classic point-and-click gameplay and just just to say that most of the team was from most of the members of the development team it was the first time making a game they had six core members and there were 12 in total finally the game was kick-started in November 2014 and we barely made at 30k and the game was finally published and it's no no since about one year on Steam just a
word about tools in game development every game whatever they can the jar or the type when it comes to a certain complexity will have its custom tools that's the case with adventure tools the adventure game sorry but when it comes to professional teams making a game you are generally distinguished two main groups of people for the artists and then the game designers so we need in this case a tool that allows both groups to work together so we need a tool that allows special specialization for the artist and for and for the game designers and also assigning tasks away from the develop from the programmers so you don't have bottlenecks having programmers artists or game designers needing some specific tools waiting for the programmers to program them and having to wait for the programmers to finish the job before they can at last starting to other work so the programmers have to build the framework first which is the purpose of his Korea program is solve the other problem with the code and the code halfbacks so we want to avoid having to create code as much as possible during the game development process also programmers are 25 percent more expensive according to Guinness cetera which means it's it may be interesting to value using them as as much as possible as an example Doug Mendoza has 20 as fear 15k assets which means there is a really need in this kind of game adventure games for artists to to put their assets and creation in in the game so what are the artists need exactly they need to be responsible for the creation of them the usage of their assets from the beginning from the blank page to the to the indie game until the game is completely finished so yeah they need to have the control of the use of their assets into the game engine that's the purpose of the other engine which allows that they they have no dependency on programmers on almost in the case of a video game artists they are not simple artists on blank pages they also they of course draw their images and textures and 3d models but not just for the beauty of it they have to use it in video games that's their medium so they can express themselves on the middle of a video game if they can and if the environment allows them to do so then you get a better product in the end
in the case of game designers the their needs is a bit unclear they need to accept the input the influence of the game logic but not too much because they are they will add much imagining and much thing and even more and the game the game will never the game development would never end but they need the 2 that is complex enough enough to allow us to surprises and be able to make things that we don't think the framework or the game engine would be able to do basically then we believe of design tools to allow them to build the scenes the rules and stuff like that also dialogue and dialogue writing in the form of dialogue trees and get some scripting not as movie script as experiment not as computer script that is no sole source code we want them to write a story and make to make the gameplay upon it in the case of level design you can
we can use game a given engine with us courier to do so it's a bit similar to the artist because they can put the assets together to create and organize the the elements of the mat of the map or the room by creating a technical specification and keep it flexible the engine tools allow that so they have they are forced to learn the tool and it allows them in later to keep the Edit and test cycle very fast ESC language
which is this is the language is provided by s.korea framework and that that is used for cutscene scripting it's made mostly for the dialogues and the reactions of them and the NPCs to some actions of the player and it's a generally or generally or they get the translation of the of the game history of the engine frames we don't want the game designer to take care of about the technical stuff and take care about how how it shows does it take time do we have data at the time how many frames per second etc we don't care about that and let's just let's just them they just have to do their job and the technical part is the programmers part this language allows the description of complex dialogue to directories in that it's simply a basic logic workflow since it's not Turing complete it does not provide any operator no for loops no no if statement and so on it only manages boolean values to do the job and it's sufficient it's enough easy for them to be able to be able to write what they need and powerful enough to do to do this kind of adventure adventure game just for the story mr. Tim Schafer the Creator well-known for day of the tentacle games and also grim fandango at in the LucasArts games visited the team members of the Dublin dollar game and when he was presented with the ESC language had this word wow it looks just like scum so again about about the ESC
language it is real men from for non-programmers game designers are not always programmers they need to control the game logic in complex ways and complex ways just to push the limits and allow them to for all of them for better creation but not too complex because if you add more complexity than you are you can add more bugs and if you need such complexity then you you should give this task to the programmer itself and let me do the job but in that way the programmers should just keep his eye on the under project and be just the frame around the creator's not be an obstacle
and what everyone needs in the can in the task of creation of adventure games here is always to keep a version of the beta rentable at all times you don't want to have the game created in the editor then start it over and start with the compilation testing we mark the bed correct array compiled and so one multiple times until the job is done so that's the purpose here of the avocado engine again because there is no such compilation process another advantage of the avocado engine here with s.korea is that the vessels are independent with each other that is you can run one scene alone so that the team that you can be split up in to work on the different scenes and each scene is is meant to be a little game in turn in itself and the whole scenes the whole set of things put together gives the final game at the end
just a word about using user friendly versus productive question this framework here was made for a professional team it has been released in the MIT license there very recently but it was meant for a professional team which got paid money of course and they absolutely didn't absolutely don't care about having a pretty UI and magnificent tool that shiny and so easy to use our steep learning curve and if they do they I get they get paid money to did not care so it's up to you the programmer to make it easy for them to use your your framework so they can be productive and you don't have to convince them to use it in such it has two takes and you I do have a value but the value of the of the team that creates the game is productivity and not user friendliness that's why we focused they focused on the use of on the creation of the framework using google engine and not having a whole solution all-in-one the tools are very important to allow all the programmers to work and contribute to the game together to remove the whole process the programmer has to be has to be just a frame around them around the core team it's not it's not VMT and three point for any task of the audio of the whole team because in this case it would occur there but at the bottleneck which we want to avoid the two artists are generally straightforward and most angel provides them so you want to make artist firstly use them and make programmers out of the way only you help them when the when they need it not having the artist go to the programmer finally the tools for the game designers are a bit trickier they can use the same but it's all effectively a middle ground between the programmer and the artist so you have to find a good balance and that's the the idea between the use of total you good arranging thank you I just wanted to add that tomorrow and and the day after we will have be having the first double cone here in Brussels which will takes place take place at the hackers place a cure space near the center of Brussels so you're all welcome if you want to join us we will be talking about Google ad contributions talk about the new documentation crash course isn't maybe it's so you are welcome if you if you want any questions [Applause] [Music] you don't have to worry about the about the interaction because they are all managed directly by them by the framework first that goes into the into the ghetto engine which K which is the second layer so you absolutely don't absolutely don't have to worry about it left click for example manages the movements of the other characters the actions are already managed also and you just have to you just have to take care about the elements that you put on on the screen and the actions are connected very easily using the framework you just have to connect the scripts the current of the correct scripts into you get your your objective and elements in your scene and the framework does the rest how do these brotherly other times what I do well if you need an extension about the the framework right depressions because the microphone well you're talking about the the inter interaction and the fact that you need to manage more thing that the the framework could actually do but then in this case you can extend the the escrow yeah for more very easily because it's developed in GD script which is the the in Erlang language scripting language of the other the engine so you simply you can of course adapt the the inner scripts included in the us-korea frameworks to fit your needs if it's needed of course yeah yes it has no because it's decided then yeah concerning the considering the the decision of I'm sorry on I scheduled a trip it again because I almost forgot the question sir sorry the need of adding the design has an impact on the the others on the other members of the team may be not really
actually they're in this kind of problem to make things simpler in the in the framework the framework is designed to be as simple as possible so you don't generally have to make things different you can use it as a you can use it as is and it generally will fit the needs of a basic adventure pointing pointing to games so if you if you really have new new designing needs it's not a problem you can add new a new script 16 if it's needed yes looking at the Astoria github repo it looks like there was this massive first comment five months ago yeah so concerning the current state of the korea framing a framework on the github repo effectively the the Astoria framework was developed first for the Dublin Taos our game just at the beginning of the development then it was released and freed open source very recently so for now no no one is working on it to maintain it I intend to want to work on it and maintain it and add some and some new features in it I worked personally on a little framework on my on my own before s.korea was out so I I'm I mean I need to add some of the features I created to simplify some of them a lot of other stuff that s Korea provides for example you know if you want to define the area of the clickable items you have for the moment in your in s Korea you have to use masks in images engine provides a simple way to avoid this and do everything directly in Google so you can avoid having to create image masks of your scene to to allow the user to to select the selecting an area of the item plus if this area is incorrect you have to modify this image if you are select and define the area directly directly in the editor then you don't need to create to remake the image one more time that's the idea of things I want to simplify and other Cerf I have ideas on especially for the creation of s.korea scripts and ESC scripts which are currently text-based I think we can I think I'm able to to create a tool that allows you to make your dialogue trees like bright graph based I created as the start of our work off from my own project which is not finished yet but I intend to may to make it and put it into an into his cornea framework system requirements I think you need a pretty fast graphical workstation to run yeah good is very very big very big workstation as an example the main developer of avocado engine works in a very low-end computer so depending on the complexity and the need of graphics the option after production then you may need a very important very important configuration so it's pretty it runs perfectly well on very low-end pcs so no need for hire not specifically except you're doing very important graphics change shading and this kind of stuff you know like Intel HD 3000 graphics on their life so this is some a lot of people are using very low end graphics and almost non-existent graphic cards to make their games yep in simply Intel in internal internal chipset what's there well yes most adventure games you have a story that goes from point A to point B and you have like just like a single ending like branching path this is like support it in your framework or that's up to you that's up to you because you are the game designer so you have to design the game the way you want that's the per the idea behind the ESC language that allows you to create multiple endings if you if you want depending depending on the only actions of the other player say if he finds an item or not he gets one ending or the other that's up to you to design this when you're when you're designing the game at the first time to write some kind of branching scripts you can do visual novels yeah you can you can do this kind of branching using the the ESC language branching like in in certain games that came out very recently and visual novels it's absolutely possible to to make with ESC language yes you stop there thank you so much [Applause]
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