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

1

  • Automatic, interruptable player movement at room first entering

  • say command - both with speech above the character and speech boxes

  • Text translation

  • Recorded (audio) speech

  • Trigger zone

2

  • Navmeshes - Changing where the player is allowed to walk

  • Simple interaction with an ESCItem

3

  • Different interactions with a single ESCItem

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)

  • Trigger zones of different kinds (in, out)

  • Calling functions in GDscript from ASHES script

8

  • Instancing a Godot scene puzzle not involving Escoria

  • Calling functions in GDscript from ASHES 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

  • Flags on ESCItem events

  • Running a manual tranisition when you leave a room

12

  • Transition types

  • Running a manual transition when you enter a room

13

  • Rooms without a visible character (Myst / Riven style games)

14

  • Transitions to menus

  • Multiple NPC in the room moving on room entering

15

  • Changing character costumes

  • Long character speech test (checks that dialogs don’t display out of the screen when it’s close to the border)

  • Missing player_start ESCItem demonstration

16

  • Escoria variables in logic checks (ESC_CURRENT_SCENE, ESC_LAST_SCENE)

17

  • Empty scene with 2 exits (ready to implement a new test)

18

  • Superimposed items, undiscovering the one underneath (test for hover stack): Forces using each item, one after the other.

19

  • Superimposed items, but all are initially visible (test for hover stack). Allows using all items in preferred order.

20

  • Parallax on wide rooms