Forum rules - please read before posting.

Best approach for a detective-style camera/photo evidence system?

Hi Chris and everyone,

I'm new to Unity (coming from Unreal Engine, mostly the cinematic side), and I'm currently evaluating Adventure Creator for a detective adventure game.

One of the core mechanics is a camera that the player can use to photograph clues, evidence, and anything they want to remember. Some objects can't be picked up, so taking a photo is how the player "collects" that information.

The system I'm imagining would work something like this:

  • The player equips a camera and enters a photo mode.
  • They can take photos of objects or scenes.
  • The photos are stored in a photo album that the player can browse later.
  • Certain photos are considered evidence and are used later in the story (for example, during an interrogation or trial where the player presents photographic evidence to determine the outcome).
  • The game needs to know whether the player has taken specific important photos, while also allowing optional "memory" photos that don't affect gameplay.

My questions are:

  1. Is this something that Adventure Creator is designed to support, using its existing systems (Variables, Inventory, Menus, ActionLists, etc.), or would this require a significant amount of custom scripting?
  2. Would you recommend treating important photos as inventory items, variables, documents, or some other AC feature?
  3. Has anyone integrated a camera/photo asset with Adventure Creator successfully?
  4. I'm looking at the "Dynamic Photo Camera: In-Game Interactive Photos" asset from the Unity Asset Store. Does anyone know if it integrates well with Adventure Creator, or if there are any recommended alternatives?
  5. Would Playmaker be a good way to connect a photo plugin with Adventure Creator, or is it simpler to do this directly with AC and a small amount of C#?

My goal is to stay as close as possible to Adventure Creator's workflow and avoid reinventing systems that AC already provides.

I'd appreciate any advice on what architecture you'd recommend before I start building this feature.

Thanks!

Comments

  • Welcome to the community, @BigusManus.

    If the game is only recognising photos of specific objects, then I'd say you could likely handle this by using Inventory items - with each Item representing a photo of a specific object. That way, you can reference it in Hotspots / Interactions as you would any regular Inventory item, and keep a record of it in AC's Menus without any extra hassle.

    When the player takes a photo, you'd then just need a custom script to work out what they're photographing, and add the relevant item to their Inventory.

    If you want the player's actual photo to appear, and not a pre-set texture, then you'd need to store that data separately. It may be enough to convert the photo texture into a string, and then store that string as a Property of the Item. Items can have properties associated with them, and their data can be updated through script at runtime, with such changes being stored in save-games.

    You'd need more custom code to handle this conversion progress, but I'd say that'd be a secondary step to adding the correct Item in the Inventory based on what the player is photographing.

Sign In or Register to comment.

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.