Continuing from where we left off, to decrease the pressure on engineering and let designers input and change quests swiftly, we utilized a combination of an existing custom tool for questing, and our own designed questing tool to accomplish these goals. The tool allows anyone to easily enter inputs for forming a quest, and gets passed over to our own tool to execute in-game code.

For example, in this screen with Dialogue at top left, we have a direct layout of the inputs, along with boxes to easily enter what we need reflected information-wise. So we can now transfer details of a quest, including the quest name, from a sheet into a tool ourselves. This enables team members other than engineers to also dive into the creation and testing of quests.
In the following screen, the tool visually lays out the flow of a characters’ conversations. This flowchart makes it easy for users other than engineering to determine at a glance what game behavior is expected, how they can be triggered, and in what order. In this particular case, we see a flow of character conversation, how it is triggered by interacting with “Speaker”, and the following conversation is randomized from a multitude of dialogue.

Note: for demonstration purposes only, not representative of final game flow or content
With these tools in the background, we’re able to free up engineering to work on more complex resources for the game, and speed up implementation speed for designs. So now effectively, we can go from a huge list of inputs and text…into something interactable within just a couple minutes with art added!



Note: for demonstration purposes only, not representative of final game flow or content
Sparing the technical examples and details, we’re super excited to continue developing the game, and along with that, tools to help further the progress and ease of implementation. Stay tuned for the next update focused on how the game world is coming along!