Tuesday, April 8, 2025

Questing, Conversations, Bugs and Editor Fixes

There's been a lot happening in the evenings of late. I've not been keeping up to date with posting things as I should, so this is a bit of a combined update.

Boring stuff first. I tweaked a few bugs in the game and got them working properly. The biggest one was quest items sometimes dropping when they weren't supposed to, depending on how they were set up. Solved.

I also had to invest a bit of time giving the conversation editor I have written some extra interface features for myself. It's just been a bit too hard to get everything working the way it's supposed to without seeing this extra information in the interface I have to write the scripts, connect things to events, quests and so on. So that's done too.

Now the fun stuff. I've been writing a series of quests from the Knights guarding the bridge to Blighted Isle, and play testing them as I go. I've had to do a lot of tweaking to the conversations themselves (hence the need to upgrade my conversation editor) but I think I am slowly getting the hang of what and how to do to get the end experience I want for players.

So, in terms of quests, there's not a huge amount there, but I do think, slowly over time, I am getting to a half decent bunch that is enough to start progressing the party up a few levels nicely.

I do have a bunch of new to-do's from my last few evenings though, I need to delay new spawns for a brief moment after exiting combat, as the game is quite happily dropping something fresh on me split seconds after I finish up one combat, and I am getting locked into others too quickly. I do also feel that I need to tweak some creatures. Some are just too easy to kill for what and where they are, and others just don't do nearly enough damage to really threaten in the way they spawn.

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