Designing quests
Just wanted to let you know, the development is going well. You have to wait for in-game stuff, as the devs want to show new content with a bang. But I've got something for you.
As criminals, gossips, residents, tasks, side missions etc. are randomly generated, every quest is a unique experience. This makes the game really complicated. That's why we test it over and over again. First physically, then in Unity.
The componets for the second quest:




As criminals, gossips, residents, tasks, side missions etc. are randomly generated, every quest is a unique experience. This makes the game really complicated. That's why we test it over and over again. First physically, then in Unity.
The componets for the second quest:



