Devlog #23. Quest and dialogue systems.


We keep the tradition of talking about the work on the "Redemption of the Damned" project every week, because it's great to see your interest and get honest feedback at the development stage.

This time we will show a small example of the fusion of the quest system and the dialogue system.

By this moment, some aspects of interaction have already been worked out - managing the stages of the quest, visiting zones and characters, collecting items, killing specific types of monsters.

Playback of soundtracks and specific animations is also provided, but they are not presented in the video. Just trust us  :)

What's next on the list? More subtle moments of interaction, such as the issuance of items through the dialogue branches, the dependence of the quest stages on the selected dialogue branch, the specific reactions of the NPC to the player, depending on various external factors.

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