Quest System Preview
I'd like to give you a preview of the new quest system that will be included in the next update.
There are different types of quests:
Dungeon Quests are "Defeat the ruler of that dungeon" quests. They're depicted as a red dungeon icon on the map.
Monster Quests are about defeating big monster bosses like trolls, saurians etc. They have a red skull icon on the map.
Mini Quests are quests that can spawn randomly everywhere in the world. They can be discovered while traveling and, if you have already discovered the part of the map, have a silver shield icon on the map. They are meant as small side quests that you can do during your explorations.
Main Quests are random quest lines that are generated for each land. They often send you to various locations in the land, like dungeons or ancient ruins, and sometimes just into the wilderness. Target locations are marked with a golden sword icon on the map. The objectives are varying and can involve fighting gangs, finding NPCs, examining objects, carrying things around and more.
During development, there were several challenges: I wanted to have complex quest objectives while keeping data representation of quests simple and also usable in multiplayer. Thanks to the procedural generation of quests I came up with a nice solution which requires only storing a small set of variables for each quest. Also generating quest texts for random quests isn't trivial. I had to create a basic grammar system and dictionary to be able to generate texts for arbitrary combinations of creatures, objects and locations.
Currently we're adding more quest variations to make it as non-repetitive as possible. In the screenshots below, you can see a few samples of what to expect.