ShackRPG: Quest Demonstration
This section was quite fun to write! The quest system is not overly complex, but flexable enough to enable some pretty creative quests to be executed. It is my feeling that alongside the battle system, your quest system is one of the most important aspects of your game. To this end, I’ve enabled several aspects including;
Prerequisites: Items or equipment in your inventory, Monsters slain, Npcs Visited, or previous quests completed that must be obtained before the quest may become active.
Objectives: Could be but are not limited to: Talking to several specific NPCs, killing a specific monster or monsters, or the possesion of an item or amount of gold. (Several of these are demonstrated in the video below)
NPC Dialog: Changes based on the stage of the quest.
Quest Journal: A journal to keep tabs on your active and completed quests, along with a marker indicating if the quest is repeatable.
Rewards: And what quest would be complete without its rewards?
A lot of these aspects are demonstrated in the video below. I think the quest system works for the type of game I am writing, and so far its even passed the “non-gamer” test… sit a non-gamer in front of the workstation and have them run through your “Demo” and see if they understand it / can navigate through the demo.
Well, now its time to finish up some polish, and who knows… I may actually get a demo out in time for the Dream Build Play competition :) Here’s hopeing!