Happy New Year! We have survived another orbit of our star, and if you’re reading this, well, good job. You made it too. Quest objective cleared.
What we achieved this week on our current project:
- Outlined quest series for various NPCs
- Enemies behave more naturally when crowding around the player character
My focus this week was outlining quests. While we are drawing a lot of inspiration from Diablo II and similar action RPGs, we at OgreWare are also big fans of more story-driven titles, and I’m pouring a fair bit more story into our quests than what might be typical of a classic ARPG. I’m trying to keep the quests brief enough to not interfere with the intended game experience, but I want them to offer a chance to really get to know the NPCs in the game, too.
On the design side, our designer made a lot of progress managing our player movement and the movement of enemies when crowding around the player character. This particular aspect has been a thorn in our side for some time. Having gotten it looking and feeling closer to “good” is a really good milestone, and a bit of a relief too.