04/12/2022 - Basic Quest System, Start on Map
This week was spent fixing a couple minor bugs in what I had built so far, and creating a bunch of new art assets. Namely, I am taking the advise of Pixel Architect on youTube and approaching the map from a more painterly perspective.
I'm drawing a whole scene at once to make sure there's enough interest in each scene. This is taking super long, but I think the results will be much better than the asset mashing I started with. Problem is that I haven't planned out the whole map yet, so really it's probably a bit foolish to start this process, when so much might yet change.
Anyway, here's what my WIP looks like!
...specifically for the docks section, that is, and a part of the worker's district.
The biggest project I took on this week coding wise is a basic quest system.
Here's how it works:
I have an enum quest {} which lists all available quests in the game. Then there is a struct for each quest, which holds its name, description, quest giver, quest recipient, quest type, reward type, reward value and more.
When the player speaks to a quest giver, a script scr_add_quest() checks that this quest ID isn't already in the quests_array of our quest manager, and then adds it to the array. The active quests get listed in a quest menu. At each step, the quest manager runs a script scr_check_quest_receptor to see:
a.) if there are quests in the array whose status is "ready" (for being handed in)
b.) if the quest recipient marked in the quest ID's struct is in this room. If so, it checks a boolean in the receptor to tell them they are waiting for a quest, and the recipient, upon interaction, runs script scr_complete_quest, whcih pays out the reward and removes the quest from the active quest list.
Right now the only functional quest is picking up a quest from the lady NPC to drop something off at the post box, and the player can interact with the postbox to earn some extra money.
What makes this system work for me is that it works even when I leave the room - it should enable me to access recipients across the whole map, no matter where they are, and only interfere with their dialogue when a quest actually becomes relevant!
Because I never wrote a quest system before I'm quite pleased with this little set-up so far and hope it will be decently scalable for various quest types in the future. I've already set up the barebones of fetch quests that require the player to collect multiple different items!
My next big project will be change my dialogue setup a bit.
Right now, when an object creates dialogue it has to give it its ID, and when dialogue ends a boolean "dialogue end" is turned on. Based on this, the object could give out an item or quest at the end of the dialogue. But this means I have to run all the if-statements I ran to determine the dialogue all over again to determine what text-end condition is required.
So instead, I want to extend the create_textbox script to accept instructions for what should happen after the textbox closes. Like running a script, or adding an item or quest. Then the textbox object, when it closes, will run that script.
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I could literally spend hours creating hundreds of variants of one asset just adding fun details like rust and grime. I have to remind myself I’ve literally got hundreds of assets to get painted this week and to let it go 😅 #ddraighouse #gamedesign #indiegamedev #indiegamedesign #gamedevelopment #gameassets #gameart #digitalpainting #procreate https://www.instagram.com/p/Cl3onjmKe3k/?igshid=NGJjMDIxMWI=
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We just signed up for this show. Very excited to be part of it. Reposted from @time2tabletop - pull up a chair! eXpo date announcement JUNE 29th at YOLO Brewing !!! ~more details on profile website link~ ... @yolobrew @scatteredcomics @a1comics @tauruscomics @tablesntables @saclib @toyfusionstore ... #community #localbusiness #localartists #livemusic #boardgames #cardgames #tabletopgames #brewery #taproom #comics #comicbooks #gamedesigner #boardgamedesigner #indiegamedesign #workshops #TTRPG #puacX https://www.instagram.com/p/BvnW-jthhKr/?utm_source=ig_tumblr_share&igshid=1o720p86x67kr
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Kill some zombies in Magical Defence, free for Android mobile! https://play.google.com/store/apps/details?id=com.RetzGamingDays.MagicalDefence #RetzGame #Fun #fantasy #indie #indiegamedesign #instagaming #Instagame #indiegamedev #IndieGames #IndieGame #indiedev #indiegaming #magic #madewithunity #android #mobile #mobilegames #Game #GameDev #games #free #freegame (at Retz Gaming Days Ltd) https://www.instagram.com/p/BsjLkP_liP6/?utm_source=ig_tumblr_share&igshid=1ft4prx3m4849
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Here's the back of the Castle Deck cards in our Thieves' Company board game. I had fun doing graphic design for all of the cards, as well as the illustrations and text for trap cards. @FermentedGames⠀ ⠀ #art #gamedesign #instadesign #instaart #design #art #boardgame #thievescompany #fermentedgames #indiegamedesign #illustration #artistforhire #gamedev #indiedev #game #gamedevelopment #indie https://www.instagram.com/p/BneJhvgAUqc/?utm_source=ig_tumblr_share&igshid=1hnsh5g7a1he1
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Our next printing of Takeout is in progress! We ended up using a print shop in Yangzhou, so these cards are being printed just a few blocks away from an expat bar where I spent quite a few nights talking about giving up on games. Kinda glad I didn’t. #yangzhou #扬州 #indiegames #gamedev #smallmonstersgames #indiegamedev #indiegamedesign (at Yangzhou, Jiangxi, China)
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Excited to announce that our game 'Silt' has got into Stugan 2018 indie accelerator program. We will be spending two months in the Swedish forests making our game. Seems appropriate :) (I will be drawing dark things in a light environment mainly) For more info see www.stugan.com 🌲🌲🌲🌳🌳🌳 #indiegameart #indiegames #indiegamedesign #indiegamedevelopment #penandink #penwash #penandinkart #stugangames #swedishartscene #monochromeart #monochromegame #popsurrealartist (at Bristol, United Kingdom)
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10/12/2022
Quick Weekend Update:
I have overhauled the Inventory to look just a little nicer I think. My UI is still all over the place, I clearly haven't yet figured out a proper theme or style, though I like this a lot better.
Since my backgrounds are handdrawn I think it makes sense for my UI to also have that inky styling.
I've also started developing an idea for an interactive menu in the game. This place is for the player to look "Inwards". Here, they might later be able to upgrade their skills or just be able to review what impact they've had on characters in the game.
It still needs a lot of work but the general idea is this limbo-like space where gnarly trees uphold beating hearts - with fog and feather particle effects.
I've also just done some tiny fixes today, like:
Ensuring the function that allowed traders to randomize their inventory based on item type actually randomizes more than one item. It's still buggy though.
The menu for choosing how long to rest is now separated from the rest object so other objects will be able to call it in the future, and I'll be able to give it more elaborate styling.
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Belisha beacons and keep left road marker thingies on the menu for today’s painting 🎨 #indiegamedev #indiegamedesign #ddraighouse #digitalpainting #procreate https://www.instagram.com/p/CmCgMVOKNXV/?igshid=NGJjMDIxMWI=
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This is the first dungeon in Ajax Town. You can support development of the game by following @game_developer_ajay and sharing the post. #indiegamedesign #gamedesign #gameart #mobilegame #indiegame #fpsgame #fpsgaming #upcominggame #gamedev #indiegamedev #madewithunity #unitygames https://www.instagram.com/p/CMeFWx0nRqC/?igshid=1deasd9e64ep6
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