If it were me, I would suggest creating a bare-bones, minimalist demo game: One or two rooms, with everything needed for a traditional adventure game but nothing fancy going on. Release this separately (on github or similar) as "Demo Game - Basic." Arguably, this game should be the result you (can) get if you follow the AGS tutorial to the end.
Then use that as a basis for all other demonstrations: One version of the demo to demo each feature (or some small number of features), building on top of the common core. Same room, same gameplay, same everything (as far as possible), with the only changes those necessary to demonstrate the feature(s) in question.
And then create a merged project bundle of the most generally useful demo rooms, with some sort of menu to browse and navigate the different features demonstrated. Release this as "Demo Game - Advanced." (Alternatively, this could just be a website that would let you browse and play all the demos from within the browser.)
That way, a learner can see what an as-simple-as-possible AGS project looks like, and when trying to understand each more advanced feature, they will already recognize the basic bits and can focus on the changes.
It will also serve as a starting point for anyone who wants to demo something in AGS: a ready-made template that can be modified to show off whatever it is you want.
Key points:
-Project(s) kept as simple as possible, for pedagogic purposes
-Common core (code, assets, project setup): lower threshold of making future demos
-Extensible concept, not limited by an overall story/game design
-Integrate with documentation/tutorial, make playable online
Then use that as a basis for all other demonstrations: One version of the demo to demo each feature (or some small number of features), building on top of the common core. Same room, same gameplay, same everything (as far as possible), with the only changes those necessary to demonstrate the feature(s) in question.
And then create a merged project bundle of the most generally useful demo rooms, with some sort of menu to browse and navigate the different features demonstrated. Release this as "Demo Game - Advanced." (Alternatively, this could just be a website that would let you browse and play all the demos from within the browser.)
That way, a learner can see what an as-simple-as-possible AGS project looks like, and when trying to understand each more advanced feature, they will already recognize the basic bits and can focus on the changes.
It will also serve as a starting point for anyone who wants to demo something in AGS: a ready-made template that can be modified to show off whatever it is you want.
Key points:
-Project(s) kept as simple as possible, for pedagogic purposes
-Common core (code, assets, project setup): lower threshold of making future demos
-Extensible concept, not limited by an overall story/game design
-Integrate with documentation/tutorial, make playable online