I have been thinking about making a point’n’click adventure game. The problem I have been running into is representing the game logic and state in a generic(and not butt ugly) way.
Game State:
You took an item from a room, it’s no longer supposed to be there(could be done easily)
You talked to a character who went to do something that affects another room/screen, how to save in what state the room and character are
Game Logic:
You talk to a character, he does some animation and changes some stuff in the world state, how would you set this without hardcoding it into the game?
I guess the questions are related because figuring out how to represent the state will go a long way to figuring out how to define “actions.”
Unless your game engine includes a scripting language of some sort, you’ll have to hard-code something. Eliminating hard-coding tends to push the responsibility of defining actions to runtime, and the runtime environment will need some way to define those actions. If you don’t have one already, look into an embeddable language like Lua or Python, or possibly even Javascript.