A Dream I Never Thought I’d Build

Some dreams don’t die. They just wait.

For as long as I can remember, I’ve wanted to create a point-and-click adventure game. The kind I grew up playing—Monkey Island, Day of the Tentacle, Full Throttle. Games that made me laugh, think, and feel like I was part of a story.

But here’s the thing: I’m not a game developer.

I’ve tried before. Multiple times over the years. Each time, I’d hit the same wall: the sheer complexity of building even a simple adventure game was overwhelming. Pathfinding, inventory systems, dialogue trees, verb interfaces, save/load systems… the technical barriers were always too high for someone learning on their own.

So the dream stayed a dream. For four years.

Then Something Changed

A few days ago, I decided to try again. This time, something was different: AI-assisted development.

I sat down with Claude, explained what I wanted to build, and we started working. Not Claude writing code for me to copy-paste blindly—but a genuine collaboration. I’d describe what I wanted, we’d discuss approaches, and together we’d build it piece by piece.

What happened next surprised even me.

What We Built in Days

In just a couple of days of focused work, I have a working proof of concept with:

  • 9-verb SCUMM-style interface — Examine, Talk to, Use, Pick up, Give, Open, Close, Push, Pull. The classic LucasArts verbs, fully functional.

  • Object interaction system — Click on objects, walk to them, interact based on the selected verb. Every click has feedback.

  • Inventory management — Pick up items, examine them, combine them, use them on hotspots. The core of adventure game puzzles.

  • Dialogue system — Branching conversations with NPCs. Conditions, flags, consequences.

  • Puzzle dependency plugin — A visual tool to map out puzzle logic and story flow. No more spaghetti dependencies.

  • Character movement — Animated sprites walking through rooms, respecting walkable areas, proper z-sorting.

  • Room transitions — Move between locations, with player state preserved.

  • Localization ready — Spanish and English from day one. All strings externalized.

I’m still processing that this is real. That I’m looking at a game screen with my character walking around a convenience store, picking up an energy drink, talking to the shopkeeper.

The Story

The story isn’t written down yet. But it’s been living in my head for a long time.

“Hi, I’m Jordi Capdevila. I want to become a civil servant.”

That’s the premise. A satirical adventure set in contemporary Barcelona, following one man’s absurd quest for the ultimate job security: a government position.

The tone is grounded, ironic, contemporary. A city where everyone is busy pretending.

I’ll share more details soon. For now, I’m just happy the technical foundation exists to tell the story.

What’s Next

This devlog will document the journey—the wins, the struggles, the decisions. I want to be transparent about what AI-assisted game development actually looks like in practice.

If you’ve ever had a creative project you thought was beyond your reach, maybe this will resonate. Technology changes. Dreams wait.

Mine waited long enough.


Marc Modular Taiga Games

P.S. — If you want to follow along, star the devlog repo or check back here for updates.