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Wolcen: Lords of Mayhem - The Quest System

Discussion in 'Game/SP News & Comments' started by RPGWatch, Apr 27, 2017.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]Learn more about the quest system of Wolcen: Lords of Mayhem in this development update:

    Work In Progress: Quests system
    Hi everyone ! My name is Hadrien and I am Gameplay and Rendering programmer here at Wolcen Studio, but you may know me as Nyhlus on the game's Discord and our Steam forums. I have worked on Wolcen : Lords of Mayhem for over a year now, and I've created several features that changed the way you play, like the rotating Passive Skills Tree (PST) or the Resource Opposition System (ROS). Yeah, I'm the guy putting acronyms everywhere. And today's feature is not really different, because I call it the NQM and it will change your whole experience of Wolcen in the future : the New Quest Manager.

    You probably feel like me on this : Wolcen current quests are not that cool. They are too short and not very interesting, and that's not what we want you to experience. We want the open-world to be challenging, rewarding and immersive, and this usually comes with solid quests that bring you hours of fun gameplay without repeating themselves too much. Such quests surely are a challenge to script, but we also needed a robust system that would be easy to maintain and to debug, because quests bugs can be really annoying and quite hard to fix. So a few months ago I started the development of the NQM, along with my colleagues from the Environments department who started to work on the new version of the open-world, and together we tried to design a system that would be super-powerful and easy to setup at the same time.

    The implementation on my side was a bit tricky and needed a lot of strictness, because the world state had to be precisely saved and loaded depending on your progression inside each available quest, and data management needed to be handled carefully but I made it through with a lot of testing. Creating the system also required a global rework of the quests User Interface, so as to show different windows for rewards, tracking objectives and accepting / declining quests. This has been achieved by my colleague Lucas, the UI-Master of Wolcen.

    [...]​
     
    Last edited by a moderator: Apr 27, 2017
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