Anatomy Of A Quest
Hello everyone! I'm back with another advanced tutorial for you! This time we're going to be going over a more traditional type of game design, quest design. Quests are integral to player enjoyment in most games, even ones that are about spanking! In this case, the reward for doing the quest is access to a dungeon in which more fun can be found. This is a fairly safe kind of quest to make. Players will always want to see all the places in your game, especially if you tell them they can't go there until they do something special first!
As usual, I've done some preparing for you, so go ahead and download the start file here: Project Start Download
Take a moment to explore what has been added. You'll notice that the apartment building we've been working with is now a completed space, with 3 floors and a rooftop. The bottom floor is a lobby, and will be the entrance to our dungeon. Specifically, this stairwell:

But just letting the player go down there right off the bat would be rather boring, so we're going to gate off access by having our android NPC Ada block the player until they do something.
In this case, I've decided to have the player use all the new spaces to accomplish this task. They will be heading up to the roof and jamming one of the A/C units to force Ada to leave her spot at the desk and go take care of it. Of course, there are a myriad of ways that you could make this happen, but this was the first one that I came up with.
Let's go ahead and create a trigger zone 2 squares above the Ada in the lobby:

This will stop the player from accessing the underground until they've done our specified task. Now let's make another page of this event and set the Switch condition to a new switch called "Sabotaged A/C". Finally, we'll give Ada some dialogue:


So now we've added some life to Ada along with a SUPER obvious hint at what the player might have to do to get into the underground. Let's go ahead and add a page to this event now for if the A/C has been sabotaged:


Notice that we're turning on the number 5 switch at the end of our movement route. This is a switch that I named Ada Gone, which will also be our condition for the third page of the event, an empty page.
Now that we have that done, we're going to make the A/C jammable. I want to require an item of the player so that they won't do it accidentally as easily. How about a wrench?

Now let's find a place to hide this in the player's apartment:


The second page of that event is just an empty page with the condition of Self Switch A being on. This will prevent the player from grabbing multiple wrenches! Let's do the A/C itself now:



Okay! At this point, I'm going to test to see if everything works... Aaaand, it does! I've added in a small pause in our A/C event here:

I found that this pause was a little bit better for "juicing" (Juicing is an industry term that usually means good game feel. Here, the pause will let it sink in for the player that they've just done the correct thing.) this moment of the game. So now that we've got the A/C breaking and Ada leaving her post, let's put her up on the roof now to fix your sabotage, in case a player goes up here after informing Ada of the damage:


And that's all there is to it! We have a working quest, with a clear motive and reward. Stay tuned, because next time, we'll be building the dungeon that the player gets access to once this quest is done.
My challenge to you now is to figure out a way to get spanking into this. Maybe if the player nags Ada? Maybe if Ada catches them with the wrench after asking to go down into the underground? Maybe they can even confess to her on the rooftop that it's their wrench? I'm all out of time now, but I wanna see what you guys come up with!
Happy eventing!
This post was made possible by all of my generous (and attractive) patrons!
Godspeak
2018-03-17 05:49:43 +0000 UTCBabyluka
2018-03-16 23:09:22 +0000 UTC