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quest

Page history last edited by Patrick Coan 13 years, 11 months ago

A visual representation of Rick's quest progression


4/16;

Wish List

The Drowning of the Lambs

 

 

The Alpha version of the game has all of the quests in their basic form.

The quests are all find/retrieve based, we could use a little diversity

  • time challenges
  • memory game
  • story puzzle
  • hand/eye coordination 

 

 

 

 

 

1-This is where the pearl is hidden inside the clamm.  The player must wait util the water recedes to get the pearl. The clam is under the boardwalk.

 

2-Glass vile. Is hidden inside one of the buildings

 

3-Fingers from the Left hand of a dead guy. This is the location of the cemetery and the coffin where the fingers are located.

 

4-This is the witches cabin. you must retrieve all objects then return them here.

Comments (8)

Rick said

at 6:04 pm on Apr 3, 2010

I think this is how the questing should flow. The first quest giver will tell you how and where to find the pearl and along the way you find another NPC that tells you about the location of the glass vile. I am working on the multiple quest system now so the player can keep track of these and other quests. The player basically goes around collecting the quest objects that will be put into their inventory and won't actually turn anything in until they pick up their last quest, the fingers. Once the player picks up the fingers, they also collide with a trigger volume that brings up info on where to find the witch. Once they find her, she will give them a small quest on where to drop the objects. This is an area with a drop location trigger volume that the player collides with, the objects are then taken out of their inventory and placed onto the drop location.

Patrick Coan said

at 6:08 pm on Apr 3, 2010

I can't see any problems with this model... Anyone else?

Robert T. Ashley said

at 7:39 pm on Apr 3, 2010

I don't know if I fully understand it yet. But it should be fine. As long as it makes sense. Quest progression is a big thing in RPG's and having one quest lead you to another is a great way to keep the player engaged and flowing through the game. But I'd like to hear Nat's thoughts on it since he is doing dialog. He may already have lines that suggest a different quest structure than this. But if he likes it, then it's fine by me.

Richard Mosley said

at 12:23 pm on Apr 4, 2010

Sounds good to me.

Patrick Coan said

at 8:54 pm on Apr 7, 2010

I created my visual interpretation pf Rick's quest outline, it's at the top of the page

Patrick Coan said

at 2:24 am on Apr 9, 2010

The completion of each quest should give the player a hint towards the next.

john said

at 2:53 pm on Apr 10, 2010

I got a request here. We need some descriptive dialog for the quest, so the player knows what item(s) are needed for the completion of the quest. So i was wondering if Nat had some dialouge for the quest or if we still needed it.

Patrick Coan said

at 6:12 pm on Apr 10, 2010

Has anyone come across a good way to store the completed quests as a list? I'm thinking about how we can show the player which quests have been finished.

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