Hey there, Joakim Nordborg here again with a late follow up on one of the core mechanics in the game. The quest system.
Where we left of last time the mechanic of taking photos had been implemented but there wasn’t a whole lot we could do with it. After taking a photo it was displayed on a small screen but it had no actual functionality.
So for the photos to actually have some use I implemented a quest system where the player can turn in quest so they can get a new one….yeah the reward isn’t that amazing right now but we’ll get there.
So first I had to create the quest system which is in several parts. The quests in and of themselves are basically a list of strings containing keywords that can be compared to data extracted from the photos you take. You see every fish/creature in the game will contain their own set of data (A type and a description). When we take a photo of a creature or fish we do two things.
First we extract the data and save it in the photo for later comparison in the quest system, and secondly we save a list of all the other fishes and creatures that the camera can see.
The player then goes to turn in the quest by going to the quest display and simply clicking the photo that they want to turn in. As soon as a photo is clicked we can access the data within it and compare it to the current quest. If it’s the right creature we give the player their reward (currently nothing) and then create a new quest.
Image 1 : Quest Display
Quests are created in two ways, either we choose a random one from a pool of all quests, or we access the list of creatures that the camera could see when we took the photo we turned in. If any of the creatures in the background haven’t been turned in as a quest yet, we set one as the next quest.
I also needed to update the photo display so that we can have multiple photos and a menu to interact with them
Image 2 : Photo Gallery
Image 3 : Photo gallery with recently turned in quests
Now with the basic mechanic of a quests system implemented we can start working on rewards and the like in the future as well as tweaking and making changes as we go.
Now with the main mechanics of photos and quests implemented, Richard being done with the Navigation system and more and more 3D models being implemented in the game, we’re coming closer and closer to having a working prototype.
And with that I’ve slowly started to shift my focus over to sound implementation using Wwise, and in the coming days i’ll write a bit more about the technical applications of using other sound engines than Unity’s and comparing what you can do in them.
But that will have to wait for the next devblog.
Jo-Jo out!
0 comments