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Adam Collins edited this page Dec 10, 2020 · 1 revision

There will be Main, Side and Hidden quests. All of which will provide different rewards for the players.

Finding Quests:

To receive a quest a player will have to find the quest giver. The player will have to deduce this with context clues.

  • Players will see an interesting looking NPC and they can interact with them, or maybe they will see a building that sticks out.

Buildings or characters might be colour coded to show importance. Buildings of interest could be brothels, city halls, taverns.

  • It is also possible players will simply overhear a conversation.
  • Quest givers won't ask players to do specific tasks (it isn't realistic). Alternatively, NPC's will provide a story or hint alluding to something special that could be done.

They could complain about losing something or whatnot.

Quest Documentation:

Once a player has acquired a quest. They will then find the quest info on a special quest tab within their notebook. If a player gets a quest through dialogue with an NPC the more questions the player asks through dialogue prompts the more quest info will be put into their notebook.

Special information will be highlighted, such as:

  • The name of the quest giver.
  • Any locations mentioned. * If you click on the location the map will open showing where to go.
  • Any items that might be found at the location.
  • Any obstacles like enemies or puzzles.

Quest Progression:

Enemies:

Enemies will be encountered once the player reaches the quest locations.

  • Enemies won't always go agro the moment they are encountered.

This provides the opportunity for players to persuade, intimidate, seduce or bribe the enemies. In order to avoid conflict.

  • Alternatively, players can simply kill enemies.
  • Player's actions will affect their alignment.

Finishing Quests:

Player's will return to quest givers to get their rewards.

Players can choose what they want to do once they return to the quest givers.

  • Players can haggle, intimidate, persuade or seduce to affect how their rewards are presented.

This will affect alignment.

  • Players can also keep the item for themselves. However, the quest giver may retaliate.
  • Their potentially can be multiple reward options.

Players will also gain experience from multiple aspects of their quest such as,

  • Combat
  • Successful checks (eg. persuasion)
  • Finishing quests

Finishing quests will give less XP than what is earned through actions during the quest.

Actions taken during the quest will always be noted in the player's notebook.

Notes:

Quests should not feel like a chore.

About

> Home
> Our Team
> Milestone 1: αω plasmashark

Programming

Setup
> Merge Conflicts
> Using GitHub

Tools
> Behaviour Trees

Game Systems

Character
> Level Progression
> Alignment
> Inventory

Gameplay
> Gameplay Loop
> Combat
> Quests
> Items
> Dialogue

Content Design

Art
> Art Style
> Thematic Decisions
> UI

Music + Sound
> Inspiration Board

Story
> Prologue

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