Crafting Dynamic Quests
Hey everyone! I'm thrilled to announce that the long-awaited quest system is almost ready for playtesting! It's scheduled to go live next week, and I can't wait to see how you all interact with it. Because the quests are dynamically generated, it's been a challenge to test them thoroughly within a single in-game day. To address this, I'll be increasing the number of in-game days available for playtesters to give you more time to explore the system.
The core idea behind the quest system is to make the prison feel truly alive. Instead of static, pre-scripted missions, quests emerge organically from the actions and interactions of the prisoners themselves. For example:
The system uses a variety of base quest types, such as fetch quests, escort missions, deliveries etc. The specific quest that's generated depends entirely on what the AI prisoners are doing at any given moment.
Developing this dynamic system presented some unique challenges. Here's how I tackled three of the biggest hurdles:
Non-Linear Quest Generation: The biggest challenge was figuring out how to generate quests in a non-linear, open-world environment. The solution was to tie quest generation directly to the AI's behavior. Each action a prisoner takes has the potential to become a quest trigger, creating a constantly evolving web of opportunities.
Discovering Quests Organically: I didn't want to rely on a minimap icon shouting, "Hey, quest over here!" Immersion is key.
My solution: Prison Noticeboards. Each cell block have a noticeboard where prisoners can post requests for help. These notices will include a description of the problem, and crucially, when and where the player can meet the quest-giver (e.g., "Meet me in my cell between 11 AM and 12 PM for the next few days"). Prisoners follow schedules based on their needs, but the system ensures they'll be at the designated location during the specified time, making it easier for players to find them.
Investigative Gameplay: Simply highlighting a target on a minimap and telling the player to "beat them up" felt completely out of place in a game where you're meant to learn about the other prisoners. Instead, I wanted a more investigative approach. Here's how it works:
Known Targets: If the quest-giver knows the target (e.g., "Prisoner B from Cell Block C stole my stuff"), the player will have a general location to start their search.
Unknown Targets: If the quest-giver doesn't know the target or their name, the player will need to investigate. This involves talking to other prisoners (who might have witnessed the event) or even bribing or threatening guards who patrol the relevant areas. It's all about gathering information and piecing together the puzzle.
Looking Ahead:
I'm incredibly excited to get this dynamic quest system into your hands and see how you interact with it. It's designed to bring an unpredictable and emergent element to the game, reflecting the realities of prison life. In the meantime, I've also made significant improvements to stability and polished the UI and animations. If you're a playtester, you can check out these improvements now, or wait for the full quest experience next week. Your feedback is crucial, so get ready to dive in and let me know what you think!
The core idea behind the quest system is to make the prison feel truly alive. Instead of static, pre-scripted missions, quests emerge organically from the actions and interactions of the prisoners themselves. For example:
- Prisoner A decides to buy contraband from a gang.
- Prisoner B witnesses the transaction.
- Prisoner B might then rob Prisoner A.
- This triggers a potential quest for Prisoner A to recover their stolen item.
The system uses a variety of base quest types, such as fetch quests, escort missions, deliveries etc. The specific quest that's generated depends entirely on what the AI prisoners are doing at any given moment.
Challenges and Solutions
Developing this dynamic system presented some unique challenges. Here's how I tackled three of the biggest hurdles:
Non-Linear Quest Generation: The biggest challenge was figuring out how to generate quests in a non-linear, open-world environment. The solution was to tie quest generation directly to the AI's behavior. Each action a prisoner takes has the potential to become a quest trigger, creating a constantly evolving web of opportunities.
Discovering Quests Organically: I didn't want to rely on a minimap icon shouting, "Hey, quest over here!" Immersion is key.
My solution: Prison Noticeboards. Each cell block have a noticeboard where prisoners can post requests for help. These notices will include a description of the problem, and crucially, when and where the player can meet the quest-giver (e.g., "Meet me in my cell between 11 AM and 12 PM for the next few days"). Prisoners follow schedules based on their needs, but the system ensures they'll be at the designated location during the specified time, making it easier for players to find them.
Investigative Gameplay: Simply highlighting a target on a minimap and telling the player to "beat them up" felt completely out of place in a game where you're meant to learn about the other prisoners. Instead, I wanted a more investigative approach. Here's how it works:
Known Targets: If the quest-giver knows the target (e.g., "Prisoner B from Cell Block C stole my stuff"), the player will have a general location to start their search.
Unknown Targets: If the quest-giver doesn't know the target or their name, the player will need to investigate. This involves talking to other prisoners (who might have witnessed the event) or even bribing or threatening guards who patrol the relevant areas. It's all about gathering information and piecing together the puzzle.
Looking Ahead:
I'm incredibly excited to get this dynamic quest system into your hands and see how you interact with it. It's designed to bring an unpredictable and emergent element to the game, reflecting the realities of prison life. In the meantime, I've also made significant improvements to stability and polished the UI and animations. If you're a playtester, you can check out these improvements now, or wait for the full quest experience next week. Your feedback is crucial, so get ready to dive in and let me know what you think!