Quests, usable items and more


Hi guys, kenarf here!

This week's changes do not seem that significant, yet are necessary for future work. The first thing I've been working on is a questing system and unified blueprint for quests. For now, I have made only one quest (gifs 1-4) which is mainly for test purposes, player's goal is to find a frog strolling somewhere in the game world. The reward for the mentioned quest is a (newly implemented type of items by the way) usable item that allows us to spawn a pet frog, that follows the player around (gif 5, isn't it cute?).

I would like to elaborate a little on usable items, which I implemented this week as well. Despite spawning cute frog pets in-game, usable items are going to have many different possible uses. Right now I have some ideas that I would love to add to the game as fast as possible.

Another thing I think is interesting for today's showcase is a piece of UI (gif 6) that enables the player to choose between unlocked spells and which key on their keyboard is responsible for casting that particular one. (To see currently added spells, visit this link)

This week I'm going to tackle multiple design choices and try to implement some more basic functionalities, such as leveling system. I hope you enjoy my devlog series and cannot wait for the next posts as much as I do!

Thank you for your attention, I hope this week will be successful and packed with smile-entailing events for you!

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