Hey all!
Hope you are all doing well! First off, I want to say a huge thank you for all of the amazing feedback we have been receiving with each new devlog. Your input has really helped us refine some tricky aspects, and it’s great to have such a supportive community backing us up. This week, we are looking into the Quest and Narrative Systems, which for most games are the backbone of the gameplay flow.
State of the Quest and Narrative Systems
We’ve been working hard on improving the quest system to make it more dynamic and less predictable. As you know, quests can be pretty linear, with a lot of “fetch this” or “talk to that person” tasks. While that works for some situations, we wanted to give players more variety and depth.
Whether your game involves linear progression or multiple choice-driven outcomes, the system is versatile enough to handle both. We’ve also implemented multi-part objectives so developers can chain together several smaller side quests into one larger quest. From item collection to puzzle-solving, everything can now be wrapped into a single questline, making it easier to manage complex objectives.
We are proud of the progress being made, especially with the narrative integration. The quest system can now trigger dialogues, cutscenes, or special events based on quest progression. This is especially useful for storytelling-focused games that want to trigger dialogue or character interactions at certain points.
What’s Next?
We’re getting closer, but there’s still much progress and polishing to do. As always, we’re open to any feedback you all have. If there’s a feature you feel could make this system even better, don’t hesitate to reach out!
Thank you to our amazing Patreon members. We greatly appreciate all of the support! If you are interested in joining Patreon, there is no better day than today!
Next week, we will take a first look at the Weapon Attachment System!
With kind regards,
Eric Ruts
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