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Preview: Adventurezator: When Pigs Fly

Marcus Estrada

Over the years, I“ve tried a great deal of ways to make games. Of course, with my code-phobic mindset this led to many programs that focused primarily on graphical interfaces and “easy” game creation. The latest of these simplified game creators is Adventurezator: When Pigs Fly, currently on Early Access.


Interestingly, the software has been positioned as a new way to make adventure games specifically. But does it really function as intended so far? I mucked around and found out how Adventurezator currently stands.




For being in a very early stage, Adventurezator already has some things going for it. First off, it includes a handful of levels as an example of the kind of stuff you can create. This introduction both serves as a tutorial to the gameplay as well as possible inspiration for creators. The world is presented in a third person perspective and features 3D models. Your goal is to solve puzzles with the pig protagonist which consist of picking up and using items. Sounds pretty standard as far as point-and-click adventure games are concerned!


One notable feature of item pickup and use is the way it“s implemented in this engine. Whenever there is an object, players can attempt to interact with it in a variety of ways. Some of these choices are context sensitive. Once it“s picked up the item is added to your inventory (which has an item cap, by the way). Using items also feels odd since they“re not completely context sensitive. For example, if you have a key you can“t just click “open door” and have the key work with it. Instead, you must click the key in inventory, click use, and then click the door to complete the expression. Although the mechanics make sense, they don“t feel especially smooth from a gameplay standpoint.




After working through Pigasus Games“ stages, it“s time for you to create your own stuff! Adventurezator currently splits game creation into three separate sections: Actors, cutscenes, and levels. What are actors? These are the many characters set to inhabit your world. Actors can be NPCs, quest givers, or the main player. As of right now there is a very simple actor editor in place that doesn“t leave much room for player creativity. The best offered is a mask option where you cna place a photo file over an actor“s face. It“s amusing enough, but it would be great to see a model import option, or at least more freedom.


Cutscene creation mode works somewhat like a video editor with a flipbook slant. Basically, you are given frames and can fill each one with a background, characters, text, and the like. Once done with one frame you add another and repeat the process. Frames, as well as the objects within them, can have time attached to them. For example, you can set text to fade in at a certain second or end the frame when needed. Again, the editor isn“t massive, but it offers a good deal more creativity than the actor one. In particular, creative types can input their own image files freely here. If that“s more work than desired, you can use Adventurezator“s built-in assets.




What most people are probably wondering about is the level creation, as that feels the most “game development-like” of the three creation areas. You“re presented with a variety of menus which each contain a bunch of objects. Objects range from walls to flowers and all can be placed as you see fit. However, clicking on certain objects currently causes the game to freeze. There“s nothing worse than getting deep into creating a level and then losing it because you didn“t save before an unexpected crash. Save often! Hopefully freezing will be brought to a minimum with future updates. After a stage layout is designed you can add in characters as well as the quests that need to be performed to succeed. Unfortunately, you can“t share your stages easily as there“s no Workshop support just yet.


Adventurezator may not be as easy as some people hope, but it is definitely one of the friendliest 3D game creation tools I“ve used so far. The foundation Pigasus Games has created is solid so now we need to see what they bring to the table next. Creators need to be granted even more freedom and be able to create. It would also help to see the engine get spruced up as it feels pretty rough right now. When all this comes to pass it will be the right time for curious creators to check out Adventurezator.

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