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Dan Dahl
Dan Dahl

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Quests revised

Hey folks, so in my last update, I mentioned pivoting away from my Hex Tile exploration concept for quests. My new direction is adapted from a game system in another game I have recently been playing: GoGo Muffin.

Image description

So, my current thinking, is that you have a grid, each quest will require some amount of cells to complete, likely in multiples of six for neatness, since I have 6 cells per row.

Each time you expend energy, an event will pop up in one of the cells. Combat events will potentially deal damage to you, and award XP, Gold and possibly loot. Treasure awards a piece of random loot. Hazards might roll a skill check to avoid damage, and grant XP whether or not the check succeeded. Exploration, just for pacing, awards XP, and there will be a couple of others.

Each event will pop up a small context-based narrative. For example:

Combat: "Your exploration disturbs a [Dire Wolf]"
Treasure: "Your careful searching reveals a hidden [Silver Cache]"
Hazard: "You accidentally trigger a [Poison Dart Trap]"
Exploration: "You continue down a short hallway"

Once you activate all of the events in a quest, you'll get a dialog pop-up that shows a summary of all the XP, Gold and such you picked up on the quest, and a bonus for completion.

Anyway, that's the direction I'm taking at the moment. I'll be implementing this in Rive, and my initial foray can be seen in the screenshot above.

That's all for this week,

Cheers, Dan.

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