"Trip to Breakpoint - The Game"
"Trip to Breakpoint - The Game" (working title) is a short graphic adventure made with the Inutilis Graphic Adventure Engine (I.N.G.A.) for Amigas with graphiccards. (read more about INGA at bottom of page).
To introduce you to the game itself, let me show you some screenshots from the demoversion first (click to enlarge):
"Trip to Breakpoint" will be a typical Monkey Island style point-and-click oldskool graphic adventure.
The story will be as following: Our Hero, named Careem at the moment, is a cannibalistic scener who wants to visit the Breakpoint party. His aim is to get to the partyplace. The game will end when he has arrived on Friday night, after handing in his releases and closing his decent sleepingbag in the sleeping-hall/under the table. Of course, there will be lots of riddles to solve before he can finally enjoy his stay. For instance, he doesn't know how to get to Bingen, he must gather enough special alcohol and prepare food for the journey as well...
is intended to be finishable in about 45 minutes up to one and a half
hour as long as you don't know the solution. The number of places (backgroud
pictures, resp.) is going to be 15. The length of the game will be streched
by comic stills (which will probably make look more demoscene-like;)).
However, I want to make sure to keep it short and so to keep the deadline
who contributed to this game
I.N.G.A. stands for Inutilis Graphic Adventure and was developed by Timo Kloss in 2001. By the help of this engine, he started to work at his own adventure game "Ermentrud", where you control a handsome boy who is riding a "hobbyhorse". Unfortunately, Timo is working almost lonesome at his (fulladventure) project so that Ermendrud still isn't finished. However, the first 30 screens are looking astonishingly cool already!
Ok, that was the history of INGA. Now with this engine you can easily create your own adventures. There are several programs included in the inga-package which help you convert your IFF-Files into inga-compilant formats. There is a "place-editor" in which you can define the clickable fields in the scenery. Everything is then put together in an easy script language that goes (in the simpliest way) like
Very easy and intuitive, so you only have to focus on the artistic issue of your game. If you want to learn more about the engine, please get in contact with me.
No Amiga? PC Users please follow these steps:
Last update: 2005/June/02