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Quests
Since this is a large brainstorm on quests, it's a separate page than the other Suggestions.
The following is a suggestion for a gameplay addition for the game. It would require minor additions to the map screen, some work with the way map data is revealed, and the addition of a new type of object, the Quest.
As the player starts to explore more of the area around the village, they start to get quests. Quests are received when a wanderer happens upon the town, and requests that the player perform some task for a reward. When a quest is accepted, a new marker will appear on the map, and the player will be given a general direction towards that marker. Once the player has reached the marker, they must complete the task and return to the village to get the reward.
Quests only appear as an option after the character has purchased both a wagon and a water tank. At this point in the game, it becomes much easier to traverse the map, so the addition of quests will help create more of a challenge.
A quest is received when in the firelit room. The player will get a message saying "wanderer stumbles through the door, says he wants your help". Below this, will be two buttons. One has a short description of the quest, and the other says "decline".
The quests should all be simple things, in keeping with the style of the game. The real challenge will be finding them and getting back.
- "Fight": upon reaching the quest marker, the player will need to fight a monster or series of monsters
- "didn't seem too tough, in the end. Best be getting back to the village."
- "Fetch": upon reaching the quest marker, the player may need to fight a monster, then gets a "trinket"
- "awful lot of trouble for such a small thing. Anyways, best be gettin' back."
Once a quest is accepted, a new marker is added to the map. If this marker is in a previously explored area, the player will still not see it until they get in sight range. The player will have a list of the active quests on screen when on the map, as well as an indication of the direction to the quest marker. This direction should be vague, such as "N", "NE", "SW", etc. When the character is in range, they see the quest marker, represented by a "Q".
A quest is only completed if the character makes it to the quest marker, defeats the challenge there, and makes it back alive to the village. A quest is failed if the player dies at any point between accepting the quest and returning. Once back at the village, the player immediately receives a reward for completing the quest.
The rewards for a quest should be kept unknown until the player completes the quest. Quest rewards should be substantial, such as several hundred units of a resource, or even the possibility of perks. On rare occasions, a quest reward will be something that cannot otherwise be obtained, such as raising the hut and trap limit, or doubling the efficiency of a type of worker.