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Introduction

What this guide is about

Pia stands in the cellar, the cat sits on the workbench, the locked door on the right

Most first adventures never get finished. Not because the idea is bad, but because it is too big. This guide turns that around: in one weekend you build a tiny but complete game. Afterwards you know how scenes, items, puzzles, dialogs and an ending work together in Visionaire Studio. Everything bigger is just "more of the same".

The example game: "Out of the Cellar"

Pia is locked in the cellar. The door is shut, the key is gone. A cat sits on the workbench and knows more than it lets on.

ElementIn the example
SceneCellar room with a door, a workbench and a ventilation grate
ItemsScrewdriver, key
PuzzleOpen the grate with the screwdriver, the key lies behind it, unlock the door with it
Character to talk toThe cat, it drops a hint about the grate
EndingDoor open, final screen "Made it!"

You can of course replace the story with your own. Just stick to the size: one room, two items, one puzzle.

The weekend plan

WhenChaptersResult
Friday evening1 The idea in one sentence
2 Setting up the project
Plan on a sheet of paper, project runs
Saturday3 Building the room
4 Picking up and using items
5 The puzzle
Room walkable, puzzle solvable
Sunday6 A character to talk to
7 Ending, testing and sharing
Playable adventure, tested by others

The names of buttons and fields are written exactly as they appear in the English editor. More details on every step can be found in the Visionaire Wiki.