Game
Crumbling World

6 years ago

Quests And Missions
Recently, I have been working on incorporating Quests and Missions into Crumbling World, which is likely to be the most exciting and fun update to the game so far.


Recently, I have been working on incorporating Quests and Missions into Crumbling World, which is likely to be the most exciting and fun update to the game so far. Once fully completed, this new feature will be a game changer, as it will not only add more playability to Crumbling World but will also deepen the storyline that players will experience throughout the game.

Once fully implemented, Quests and Missions will fundamentally change the way the game is played, all while making the experience more epic, entertaining, and engaging. Now, Crumbling World is not only about running around and killing enemies. Instead, players will be tasked to complete Missions that will allow them to progress throughout the game while unlocking new and never before seen levels.

5d092f0951a05.jpg

News and Features

In other news, adding Quests and Missions will require two new main features to be added besides the Quest System that has been under development. These features include Non-Player Characters (NPC) and a Dialogue System. Quests will be given in many different ways, with the Quest Giver, an NPC who introduces each Quest and instructs players on what they need to accomplish will be at the center of this feature.

5d092f0a21026.jpg

Introducing NPCs to Crumbling World will add a different level of playability that has not been seen before, as players will be able to interact with new characters in a fun and engaging way. To allow players to interact with NPCs, I had to develop a Dialogue System to facilitate the conversations between players and secondary characters. This is a notable development, as discussions will add parallel stories to the main storyline that will extend the game itself by making Crumbling World far more engaging and exciting than ever before.

5d092f0ae1aa2.jpg

Non-Player Characters (NPCs)

As mentioned above, NPCs like the Quest Giver will be directing players on how to complete Quests. However, some NPCs will also be directly involved in these exciting adventures as well. One of these unique Quests is the Escort, where players will be in charge of successfully escorting an NPC to their final destination while ensuring that they do not get killed along the way. At risk of spoiling some major storyline plot points, NPCs will become a growing part of Crumbling World as we move forward with development, which will fundamentally change the way the game is played. This is a significant shift for the game, as now players will have the opportunity to search for secrets, discover new locations, and enjoy the process of exploring a world that is consistently changing as you interact with it.

5d092f0bb355d.jpg

I’m working hard on more exciting and enjoyable features that are sure to improve the playability of Crumbling World. If you’d like to keep updated on upcoming news and updates, please consider signing up in DumeArts.com. Alternatively, consider checking out Steam, where you can wishlist Crumbling World. Thanks for reading, and I look forward to sharing more exciting updates with everyone soon!



0 comments

Loading...

Next up

Here’s a quick look at the second animation—facial expressions and lipsync, created using iClone  and Unreal Engine. 

Each character’s expression is tied to the tone of the conversation, building on the body animation layer shown earlier. 

Working on Level Design and Environment Art Direction for the demo—without Lumen or Nanite. Welcome to your house in the forest! 🏡

Hi everyone! CrumblingWorld is finally out! Grab it now! It's 27% off on Steam. https://store.steampowered.com/app/1003560/Crumbling_World/

It’s always fun turning loved ones into game characters! This time, I used my brother as the reference for Cristian the Taverner—one of the warm (and slightly grumpy) faces you’ll meet at the local inn. More characters coming soon!!

Save And Load System Hello everyone! Over the last week, I have been creating the save and load system, which will allow users to save their progress and continue the game where they left off after stepping away.

Sneak peek at a new area in Lobo: The Beast Inside! This abandoned guard outpost sits just outside the towering wall—once a line of defense, now a haunting reminder of what was lost. Exploration is risky… but rewarding.

In this quick peek, I’m testing the first animation layer for Lobo’s dialogue system: body animations Next up: facial expressions and lipsync— I'm getting closer to fully immersive dialogue!

All implemented in Unreal Engine 5 🎮 Thanks for watching!

A short sneak peek at new locations and environments for Lobo. Built in UE5 using PCG and Dash, fresh areas filled with quests, encounters, loot, and lore. Exploration is highly rewarding—stay tuned for more! Wishlist: https://store.steampowered.com/app/2486160/Lobo/

Designing systems is challenging, but making them work together is even harder! Here’s the new UI design for the Dialogue System interacting with the Quest System—assigning new quests, completing old ones—and the Save & Load system recording every step.

Jump And Grab Edge System Since the last update, I have been working on the Jump and Grab Edge System for Crumbling World. I decided to rework these movement mechanics, as I thought it would be great to add a bit more complexity to each of the levels.