Dev log M13: Quest System

Dev log M13: Quest System

The goal of these dev logs is to mark out the biggest features that have been added, changed, or removed. It won’t cover everything that was done, but it will cover anything major.

Nothing is set in stone, and during game development a lot of features will be re-designed or completely scraped over time due to many reasons. These dev logs provide a snapshot into what the game looks like at the time of writing them, and hold no promise of what will make it into the final product.

We missed last months dev log. The focus of these last couple months our development in Lamina Island has been adding in our dialogue system & quest system. We also spent some time shifting from the unity Stand render pipeline to their Universal Pipeline. Which…was a project.

First day attempting the Universal Pipeline

We eventually got everything, you know…not pink. Then we spent some time implementing the grass made by Brute Force, which came out looking pretty cool.

Just cool Grass

For the dialogue system, we ended up using unity’s ‘localization’ package so that we will be able to shift the project’s language with ease in the future. That of course, required us to go through the entire game & replace any text with

For the quest system, we had to make sure that the quest state was kept track of at all times. So when you first enter Evolym’s area, each actor will go to the quest manager and see if they have any finished quests for you to turn in, quests that your currently on going, or quests that are available to give you. And then they pick their dialogue options based off this information.

We then had to add some events to refresh the status of the quests,as they change in real time. This allows you to take on a quest, do it, and then turn it in without needing to reload the level. While all of this is pretty basic quest stuff..it still had to all get implemented & wrapped into our save system.