Introduction
What this guide is about

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.
| Element | In the example |
|---|---|
| Scene | Cellar room with a door, a workbench and a ventilation grate |
| Items | Screwdriver, key |
| Puzzle | Open the grate with the screwdriver, the key lies behind it, unlock the door with it |
| Character to talk to | The cat, it drops a hint about the grate |
| Ending | Door 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
| When | Chapters | Result |
|---|---|---|
| Friday evening | 1 The idea in one sentence 2 Setting up the project | Plan on a sheet of paper, project runs |
| Saturday | 3 Building the room 4 Picking up and using items 5 The puzzle | Room walkable, puzzle solvable |
| Sunday | 6 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.