Non-linear quests
I have shared so far my thoughts on non-linear stories, but let's expand on it and actually define how would it be used for quests. I have once tried to make a game with non-linear story, but when it came to actually making lore quests, I ran into a major block: how could one possibly make a dynamic story?
The game design documentation for my game is already 30 pages long the quests would make it even longer.
So there had to be found another approach. I was stuck there for months. Until I read about test-driven development.
TDD or test-driven development strives to make game development process shorter, with less computer resources usage. But how would one create a quest which would connect to 20 different quests?
Here are my ideas:
- use Lucid Chart for diagrams of the quest structure tree
- better organize your code
- small amount of connections for each quest
- read on object-oriented programming
- make it more than a chore, the point is to have fun
- most of all though, make quests stand out so it's easier to connect them
Let's look at an example of the last idea. Here's an exercise for you:
try to make a quest which really stands out.
Please avoid "kill 200 rats" or "bring me 100 items of A,B, and C type" where the items are randomly put on the world with no relation to what the quest giver said.
Let me make an example: Adventurer, I am in dire need of a help finding me a sword. But it can't be just any sword. I need a scimitar which will be of yellow handle and black blade. I need you to get me one but it will be dangerous. To get the scimitar you will have to steal one from a shop, as they don't want to sell them anymore. The smithy makes them only for himself. It will be hard and make sure they don't catch you. I have the black dye, I will also need a golden-yellow which is so hard to get these days. You'll also get one at the royal apothecary.
May I ask you why you need such a sword?
I got an offer to sell it for a great amount of gold. I will give you the third.
I think you get the point.
I have shared so far my thoughts on non-linear stories, but let's expand on it and actually define how would it be used for quests. I have once tried to make a game with non-linear story, but when it came to actually making lore quests, I ran into a major block: how could one possibly make a dynamic story?
The game design documentation for my game is already 30 pages long the quests would make it even longer.
So there had to be found another approach. I was stuck there for months. Until I read about test-driven development.
TDD or test-driven development strives to make game development process shorter, with less computer resources usage. But how would one create a quest which would connect to 20 different quests?
Here are my ideas:
- use Lucid Chart for diagrams of the quest structure tree
- better organize your code
- small amount of connections for each quest
- read on object-oriented programming
- make it more than a chore, the point is to have fun
- most of all though, make quests stand out so it's easier to connect them
Let's look at an example of the last idea. Here's an exercise for you:
try to make a quest which really stands out.
Please avoid "kill 200 rats" or "bring me 100 items of A,B, and C type" where the items are randomly put on the world with no relation to what the quest giver said.
Let me make an example: Adventurer, I am in dire need of a help finding me a sword. But it can't be just any sword. I need a scimitar which will be of yellow handle and black blade. I need you to get me one but it will be dangerous. To get the scimitar you will have to steal one from a shop, as they don't want to sell them anymore. The smithy makes them only for himself. It will be hard and make sure they don't catch you. I have the black dye, I will also need a golden-yellow which is so hard to get these days. You'll also get one at the royal apothecary.
May I ask you why you need such a sword?
I got an offer to sell it for a great amount of gold. I will give you the third.
I think you get the point.
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