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."