Quests and Links
Posted in CRPG, Development on February 22nd, 2008 by adamantyr – 2 CommentsI’ve been working mostly on maps this week; I plotted out the first disk of maps (of which the demo is just a small part). I had originally intended to have all world-type maps in one file, all town-type maps in another, but I had mixed them up for the Demo, and then I realized that it was a better way to go. This means that you should only have to swap disks when moving from one large region to another.
I’ve decided to revise my “map name” system that’s presently in the engine. I thought it was nice to have the map name change when moving into different areas, activated by invisible triggers. However, a 15-character description just isn’t enough, and I decided to use some of that freed-up text space for something better. My plan is that when you step on these triggers, a single sentence description will pop up on the screen, like “You hear growling ahead…” or “A bitter wind chills you to the bone…” to add some ambience and verisimilitude to the game.
I’m also in the process of designing the quest system. I had originally intended something pretty familiar, similar to what MMO’s like World of Warcraft does. However, an article I read (on Tales from the Rampant Coyote, see below) criticized modern games for turning your adventurers into glorified couriers and dogs bodies. That got me thinking that I wanted to do something different and unexpected instead.
An example would be this: In a modern MMO, you may get asked by an NPC to retrieve an object from a nearby cave. This isn’t terrible, but the player is less a hero and more a mercenary. What if, instead, the NPC complains about missing the object, some other clues around town hint it’s in the cave, so the player finds the object while exploring the cave, and returns it to the person? Now that sounds more like a hero!
However, a quest system is always tricky to program, and it ties into your NPC dialogue system. I decided very early on I did NOT want a cursor or keyword typing. I also decided that I wanted only certain NPC’s to be good information sources; most just have a single line of dialogue, as befitting your average serf being questioned by scary guys in armor. So the ideal system continues to elude me for now.
And now for some links…
As he saw fit to mention my blog, I decided to return the favor to Stu, creator of a GP2X game known at this time as “Fish Guts”. Development on a mobile platform share a lot of commonalities with vintage systems, along with some new headaches, like power consumption and video stretching. We’ve traded information, procrastinated on combat engines, and generally encourage each other’s efforts. Thanks, Stu.
Another good site is a blog of Rampant Games, an indy games developer, called “Tales of the Rampant Coyote”. Jay, the blogger, is working on a parody CRPG called Frayed Knights which looks to be very entertaining. He’s also written a wealth of articles on various CRPG subjects. You can spend several hours reading those.