Quest System Revamp!
🕑 Added 2019-07-01 03:08:44 +0000 UTC
Vixel wanted to share with ya guys this write up he did of the revamping of our old dialogue system!
One of the things I really wanted for this game to have, was a dynamic method of conversing with the critters. I wanted the player to be able to address different "chains" and get access to different dialogues based on context. BUT I wanted to avoid the traditional JRPG methods of having a big ole box of selectable choices (though we still have that for simultaneous quest options hahaaaa)
Vixel took a few stabs at coming up with a system to satisfy our needs! What a legend <3 This is his write up on our previous vs the new system!
This handles our programming side, and the previous post shows a bit of how we're handling it on the game-play side :D!
It's super important we tackle how the game feels and runs its dialogue as its a core mechanic and story telling component!
Comments
I really love how the game feels like a game. In how the movement occurs in it, in the way the camera, inventory and so on behave. In my opinion, there are really a lot of nice details that, together, create a very pleasant feeling of the game.
Amelia Angelwing
I love all this work. I can't wait to learn more from what you guys do. And I can't wait to play more of the Demos