Feature Mechanic: Side-Quests


So first off, I was able to get the opening scenes finished in a state that they can be used for any story-demo I may put out in the future. Like anything, this will be subject to change as development goes on. Now, the main thing to talk about is how I will implement side-quests to this game.

Demonstration

Now, as shown in the video, side-quests are going to be initiated mostly by talking with NPCs; specifically those with an icon over their head (which I'll have changed to something more unique). They may be simple enough that you just need to bring them the right item without much fuss, but later on there will be some that are more dialogue-heavy. The rewards will vary (though maybe there might be some without a reward, if not right away), but will give you something to do. Also, as with old RPGs, it does pay to look around and interacting with whatever you can in case you get something useful.

Other Updates

William is one animation away to where I can have him useable in the next update for the Arena Demo. I'm still waiting for the plugins to be updated and hopefully fix stuff, but when I'm able I will put him in. For now, I will continue easing my way through the prologue, building maps, writing text boxes, and making any sprites needed for cutscenes.

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