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 | Prototype |
Author | Mediahunter1 |
Genre | Role Playing |
Tags | 2D, Furry, RPG Maker, Singleplayer, tales-of |
Languages | English |
More posts
- Progress Report: Vera Event and Other Things10 days ago
- Progress Report: Cambio Nature Trail and Input-Based Abilities39 days ago
- Enemy Animation Sprites - Cambio Nature Trail60 days ago
- Map Design: Cambio Nature Trail67 days ago
- Progress Report: Over Limit and Other ChangesJul 28, 2024
- Progress Report: Skit and Map StuffJul 13, 2024
- Feature Mechanic: Skit SystemJun 28, 2024
- Map Design: CambioJun 18, 2024
- Emergency UpdateJun 03, 2024
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