Feature Mechanic: Side-Quests
Tales of Naturia » Devlog
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.
Get Tales of Naturia
Tales of Naturia
Harmony with Nature RPG
Status | In development |
Author | Mediahunter1 |
Genre | Role Playing |
Tags | 2D, Furry, RPG Maker, Singleplayer, tales-of |
Languages | English |
More posts
- Area Building - Tua'tha5 days ago
- Progress Report: April 202518 days ago
- Character Profile: Marian Fenrir23 days ago
- Progress Report: March 202546 days ago
- Enemy Animation Sprites - Gentleman62 days ago
- Progress Report: February 202579 days ago
- Progress Report: January 2025Feb 01, 2025
- Arena Demo - Update #6Jan 22, 2025
- Prologue Demo - Update #4Jan 17, 2025
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