I posted a new gameplay video. It shows some of the interface additions, some new enemies, and a short boss fight. I really need to add music and sound effects :-/
Quest System for Tiny Heroes
Tiny Heroes is a sidescrolling RPG, but the RPG elements aren't like what you find in a typical RPG. You have health, stats, level ups, and quests, but I'm trying to keep things a little unconventional (in a good way). The player isn't going to grind for level ups, so you won't be doing quests for experience. My plan is that quests will:
1. Give me an opportunity to create some plot or backstory. Instead of the areas being called "level 1" and "level 2", like in traditional platformers, places will have names and maybe even some story. I'm certainly not an RP fanatic, but I feel like this is a good way to give the game a little more substance. If nothing else I like to stick goofy things in NPC chat and quests give me a way to have more NPC interaction.
2. Give the player a reason to not just plow through each level in order. Having a quest to do gives people a reason to stop and explore an area more than you might if you didn't have the quest.
3. Be an opportunity for medals.
4. Be a way to guide players. The map won't be entirely linear and the quests can act as a way to guide the player towards certain places.
5. Reward players for their time. I'm not sure what kinds of currencies the game will have and what you'll be able to buy, but there will be some players who would only do a quest for the reward so there's nothing wrong with having one.
6. Add some replay value once you've completed each level. Going back to complete quests you skipped gives you a reason to visit old zones.
The big question is: what's the average quest going to be like?
I think they'll be fairly generic things. The action/platform experience is what the game is about, so these other RPG elements are just there to complement that and push it along. It's not a story-driven RPG with some tricky platform sections, it's a tricky platformer with some story bits.
The way I view it, the quest is just a reason to do something that was part of the game anyway. For example, I might create some hard to find sections on a map with some powerful enemies. By itself, there's no reason to explore, find these enemies, and kill them. You might happen to stumble across them and enjoy the challenge of killing them, but you might not, especially if it's off the beaten path. Creating a quest is a formal thing recognized by the game that gives the player a reason to experience this optional content.
So yes, the quests will probably be boring things like "go kill this enemy", or "find these items".
1. What about a quest would most grip your interest? The story? The task? The reward?
2. What neat quest-related things have you seen in games that might be good to include here?
Jun 8 2011, 4:27 pm