I mentioned in my last blog post that I had started work on some of the exploration and quest systems in the game. As I explained in that post, I have no idea of which systems I might need until I need them (aside from the combat system, naturally). There's a lot of things that I can't work on until I see how they're all going to work together.
I suppose that means that I'm flying by the seat of my pants on the development of this game, but it's not much different than working on a piece of art anyway.
Since I'm working on the quest system, I figured it was time to go ahead and share some screenshots of what adventuring in "Lands of Adventure" might look like:
Interacting with someone in the town. |
But, if I want the dialogue to be more than just straight narrative prose, I have to allow the player an option to roleplay and to make decisions. So, enter the branching choices:
I'm picking the first answer, but that doesn't mean that I don't want to pick the third one. |
Finally, plots aren't always advanced by talking to NPCs. Sometimes, things happen, or the PCs see something. Or, maybe they find important notes...like this one:
MMMmmmm....assassination.... |
And who knows...maybe someone will ask them to clean some rats out of a basement somewhere...but at least it won't be their only choice.
No comments:
Post a Comment