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IMPORTANT: Squawk requires Bolt, Unity’s free visual scripting solution. You MUST import and install Bolt into your Unity project BEFORE you import the Squawk engine.
Once Bolt is installed - and I also recommend installing TMPro - you can import Squawk and follow the rest of the step by step installation guide in "Squawk Game Engine User Manual 0-1.pdf" located in the root Squawk directory.
Squawk enables the creation of 2D point-and-click adventure games and escape room games in first-person perspective, or casual games such as those produced by studios like Artifex Mundi and FIVE-BN. Using visual scripting (via Bolt, Unity’s visual scripting “solution”), it is possible to create simple games without writing a line of code.
Play "A Christmas Adventure" on Newgrounds, a jolly adventure game created with Squawk, and included as a complete example project.
Squawk comes with a library of C# classes and Bolt macros for handling interactable objects, complex puzzle dependencies and consequences, navigation between locations, inventory management, and diverting to cutscenes, all with visual scripting. Ready-made scenes and prefabs enable the rapid setup of a new game.
Scriptable objects (SOs) are used to simplify game development in three key areas:
* Inventory item SOs provide easy references for checking an item a player is using against requirements on target interactable objects.
* Consequence SOs provide a powerful and flexible system for checking whether defined consequences have been fulfilled.
* Conversation SOs provide a simple way to set up conversations and monologues for automatic playback during cutscenes.
Squawk 0.1 is functional but has a limited set of features and, in particular, does not include integrated game saving. Consequently, the current release of Squawk is best suited to short or episodic games or for rapid prototyping of single chapters in a larger game. Target build platforms are desktop computers or WebGL, not mobile devices, since interaction with a 3-button mouse (or 2 buttons and the spacebar) and a 1280x720 resolution are currently hard-coded into the engine.
Having said that, Squawk’s C# libraries are compact and heavily commented. A Unity developer of medium skill could easily expand the engine’s capabilities.
If feedback on this 0.1 release is positive, development will continue with the addition of features like conversation trees and more complex inventory management. It is intended that all releases will be free until version 1.0, at which point save game functionality will be added.
Happy Squawking and please provide constructive feedback or let me know if you release any games!
There is a feedback thread on the Unity Forums. Please report bugs or requested features there. I'll also drop best practice suggestions and code fixes while working on a proper Version 0.2 update.
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