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Development
Week 9 has been all about the development of the questing system. From the backend subsystem to the UI that will bring the player the necessary information for each quest.
The subsystem is sturdy, allowing for the integration of an unlimited amount of quests with limited to no performance impact at runtime. Current architecture also designed for quick saving and allowing a lot of player agency. Each quest has at most 900.000 possible endings. Each ending is stored and allows NPCs/the world to react to whatever the player chooses to do.
Each quest also has Open Nodes - meaning that the player gets to choose how to solve a specific problem. At times, the game will prompt the player to "deal with a situation" and at that time, the player will get to choose what route they will wish to take (more combat-driven, dialogue-driven, wealth-driven, etc....)
Milestones
All backend functionality is there. UI is also responsive and working. Still need to code all possible ways to solve objectives and other details, but will wait for implementation of other required systems before continuing (such as combat system, inventory system for rewards, etc...)
Concerns
No major concerns at the moment.
Cross-Integration might prove interesting as project complexity evolves.
Media
No Media available at the moment.
DAC
Developer