Demonstration game
The demonstration game provides examples to help you understand some how to implement some common adventure game concepts with Escoria. Have a look through the implementation of the rooms using the Godot editor, and how their Escoria scripts work. The rooms show examples of the following:
Room | Demonstration topics |
|
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1 |
Say command - both with speech above the character and speech boxes Text translation Recorded (audio) speech |
2 |
Navmeshes - Changing where the player is allowed to walk |
3 |
Different interactions with a single ESCitem Calling functions in GDscript from ESC script |
4 |
Height maps to scale player height Colour maps to change player shading (shadows / turning on lights ) |
5 |
Inventory objects - picking up, using them for puzzles |
6 |
Inventory objects - combining them to solve puzzles Non-player-characters (NPCs) |
7 |
Camera - limits Camera commands (push/shift/zoom/set-pos) |
8 |
Puzzles Calling functions in GDscript from ESC script and changing game state |
9 |
Dynamic puzzles. Complex rooms with game states that are restored when you return to the room |
10 |
Playing sounds and music. Cutscenes (making things happen while stopping player input) - Forcing characters to move / change direction |
11 |
? Running a manual tranisition when you leave a room |
12 |
Transistion types Running a manual tranisition when you enter a room |
13 |
Rooms without a visible character (Myst / Riven style games) |
14 |
Transitions to menus |
15 |
Changing character costumes Long character speech test Missing player_start ESCitem demonstration |
16 |
Escoria variables in logic checks (ESC_CURRENT_SCENE ESC_LAST_SCENE ) |
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