Showing posts with label game developers. Show all posts
Showing posts with label game developers. Show all posts

Wednesday, July 8, 2026

I decided to give Visionaire a try...

Please don't hate my placeholder art...
Dionous Games, the publisher that first got me into testing adventure games, have always promoted Visionaire Studio as a game engine. Recently they have succeeded in getting Visionaire available on Steam for everyone to give it a go.

A couple of years ago I worked together with Polytely Games on a jam game, The Crete Escape. I was only on board as a writer, an idea man (and, well, a small voice acting role...) but didn't work in Visionaire myself. I have written the first attempts at an adventure game, based on a short story my son wrote for a school assignment. But the lack of artistic (graphical) skills held me back.

Finally, I decided to give Visionaire a try. Testing Old Skies by Wadjet Eye Games showed me a good way to create placeholder backgrounds, so I said to myself, "At least put together something playable no matter what it looks like. You can figure out the graphical aspect later."

So I listened to myself, but even that wasn't easy. It took me 2,5 hours to get my character to move from room to room, but I still have no idea how character size works - as you can tell when my gorgeous protagonist tries to leave the kitchen again - or how you put together a simple two-click interface... 

I made a short video of my endeavours...

My respect for game developers has grown immensely, and it was big already. They must be the most patient people on the planet. How they can wrap their heads around all those settings... I salute them!

And then I'm not even talking about the graphical aspects yet! Everything that goes before implementation into Visionaire. What an immense job it is, creating a game. I already knew it was a huge undertaking, but now that it's less abstract to me, I can certainly understand how people need years to put together a couple of hours of adventure gaming.

I don't know if my little "game" will ever be completed, but I certainly have no illusions of becoming a true game developer. I might keep tinkering with it if only to get a better understanding of the process, but I'll leave the real work to the experts. I'm very happy playing their games, and writing up reviews or playthrough posts!







Wednesday, November 26, 2025

AdventureX 2025 - Episode One: Game Devs on Parade

Adventure gaming paradise right up these stairs!
I won't lie to you. What I was looking forward to most, attending AdventureX in London for the very first time, was finally meeting all those people I've been writing about and sometimes even directly talking to online for the past two and a half years. When I got back home, I had a hard time explaining to my family and friends why it was such an amazing experience to me, and putting into words what exactly makes it so special. The only way I knew how to do that, was to compare it to a more wider form of popular media where people are revered for their creative output. And the best I could come up with, is this: “It’s the equivalent of going to the Cannes Film Festival, with the big stars accepting you in their midst so you can hang out with them, and they show you sneak previews of their next movies.”

Dave Gilbert of Wadjet Eye Games!

It already started the evening of our arrival in London. At a local bar where we knew a bunch of adventure game community people had gathered, we tried to work up the nerve to go talk to Dave Gilbert of Wadjet Eye Games, when the man himself actually walked up to us instead, apparently knowing fully well who I was! (Which might have something to do with the fact that I was one of the testers of his most recent game Old Skies...)

Adam Riches of Robust Games!

Later that night, a smaller group went to a karaoke room and we joined as well, invited by Laura Cress. Suddenly I found myself sitting next to Adam Riches of Robust Games, whose Loco Motive won the 2024 AGOTY Award, as well as Dave and Treasa McCabe of Spooky Doorway (attending AdventureX to promote their new game The Séance of Blake Manor), among many others (I think there were indeed more people present than were actually allowed in that room...)

David and Sophie Younger of Inklingwood Studios!
So yes, the first day of AdventureX I wasn't able to play any of the demos because I kept meeting people I wanted to talk to and get a selfie with. Pure fanboy style, and I won't apologize for that! Almost immediately I ran into David and Sophie Younger of Inklingwood Studios (as well as Adventure Game Geek!), who had kindly brought me the big box of their game Foolish Mortals which I had ordered from their website (having it delivered to Belgium from the UK would easily cost me the prize of another box at Customs... Thanks a lot, Brexit!)

Jake Prytherch of Beyond Booleans!
I bumped into Jake Prytherch of Beyond Booleans, who makes Lovecraftian horror games like Abscission and Carnival, an upcoming developer who not only still has lots of other stories to tell, but is also a great and very down to earth guy, a real pleasure to hang out with and lots of fun, especially when he's telling the story of how he once met David Hasselhoff! (He's got an amazingly cool picture with him!)

Francisco González of Grundislav Games!
It was great to meet a mix of game developers who only recently started, like Jake, and established names like Francisco González. I remember how nervous I was playing Rosewater this year, hoping to finish it and write the review in time for its release, thinking I wouldn't make the deadline and worried that my words would never do the game justice. But he was very happy with what I'd written! Phew!

Helen Greetham of The Wonder Room!
It took me until the second day before I found the nerve to introduce myself to Helen Greetham of The Wonder Room (previously known as Afoot Games) who made the Sherlockian adventure The Beekeeper's Picnic which I reviewed both for the Adventure Game Hotspot and the Adventure Games Podcast. Such a lovely young lady!

Charles Cecil of Revolution Software!
Revolution Software was at AdventureX as well, to show off Broken Sword 2: The Smoking Mirror Reforged, but Charles Cecil was also giving a presentation. While I was making my rounds of the venue, I suddenly spotted him coming in from the street so I lurked a bit so I could introduce myself as well, namedropping my fellow Adventure Games Podcaster Laura Cress, who I knew had spoken to and interviewed him several times already, to break the ice. I'll never forgive myself that I had to get rid of the boxes of both Lure Of The Temptress and Beneath A Steel Sky when moving house several times... But how could I know back then what a treasure these boxes would turn out to become?

Julia Minamata!
As the weekend drew to a close, at the end of the Sunday evening afterparty, when I thought there would be no new encounters, who suddenly walks past other than Julia Minamata, whose Crimson Diamond was a revelation last year, a return to the text parser in a game inspired by The Colonel's Bequest. I had spotted her around AdventureX before, but always seemingly in a hurry and I didn't dare bother her. But it was great to talk to her and discover she started work on a new game! (I hope that wasn't a secret...)

Look out for two more blog posts (hopefully) soon, one of course about the demos shown at AdventureX, and one about the famous voice actors I met!