• Register

Be a Warrior, Mage, Archer, or Priest and rise as Knightborn! Explore a hand-painted world, loot enemies, and adventure with friends. Reconnect with classic RPG magic!

Post news Report RSS Devlog - Tooltips, Dialogs and Quests

New article on node based dialog graph an integrated quest system.

Posted by on

I released a new devlog on dialogs and quests.
This post originally posted on itch.io

Cemuka.itch.io

Tooltips

Tooltip implementation was quick and painless since I wanted to keep it simple as possible. I'll add more elements like colors and layout improvements later on but vital parts are ready.

Currently inventory, skill book, skill bar and vendor goods can be inspected by tooltip.

Dialogs

Interaction with an NPC lies at the core of storytelling in most RPGs. While I acknowledge the effectiveness of script-based integrations like Fungus for Unity, my enthusiasm for node editors led me to invest a significant amount of time in understanding their implementation in Unity UI, even before embarking on this project. In my quest to enhance this crucial element, I delved into the integration of a node editor, a powerful visual design tool.

I firmly believe that dialogues will stand out as the strength of Knightborn. Now, every NPC carries a node-based graph, enabling the branching conversations and intricate stories.

Quests

World editor got a new tool window: Quests. A quest is essentially a set of requirement steps and corresponding rewards – think of it as the blueprint for your in-game adventures. Currently only requirement type is killing an enemy and inventory items as only rewards type. I plan to introduce new requirements, such as interacting with NPCs or acquiring particular items, in upcoming updates.

Thanks to seamless integration with the dialog graph, assigning quests is a breeze. A straightforward series of node flows in the graph allows you to effortlessly weave quests into your narrative, adding a dynamic layer to your game's storytelling. Leveraging quest status query nodes enhances storytelling further, enabling dynamic conversations with NPCs.


Development

At this point, I feel like it's time to invest more into graphics. While the current gameplay loop provides a concrete foundation for a short campaign, I intend to invest more in visual elements. For the upcoming update, anticipate the introduction of simple 3D models.

Discord

If you're excited about what you've seen in this post, join me on Discord to discuss features, map editing, or anything related to design. Your input is invaluable, and I'd love to hear your thoughts and ideas!

Until next post,
cemuka

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: