Saturday, November 7, 2015

Holy Slog Batman, The Rise of Dagon now at 59.66666667 progress!



47 Days ago I started on writing my own quest system for The Rise of Dagon.. I had hoped it would take only 4 weeks, but instead it took almost 7!

As with any endeavor when things start going long you start questioning if the ROI (return on investment) is going to be worth it?

The truth is it might take several years before I know if writing my new quest system (QuestFlow)  was worth it or not, but the good news is that having finished I can now estimate The Rise of Dagon's project progress at 59.66666667!  Or heck, let's just round that off to 60% shall we?

The further good news is I have written it as such that it is a reusable package in Unity 3D that I can import into any game I write in the future that has quests.

If you were following some previous posts you know that I have made QuestFlow in to free software. The original QuestFlow implementation centered entirely around Scriptable Object's and Unity Editor Windows for its implementation however as it turned out you can't actually save data to a scriptable object at run time so it was necessary to pull that piece out and change to .XML serialization instead.

I'll need to update the QuestFlow repo with this new implementation; I branched this to a new codeline as I did not want to break the existing functionality before providing the new functionality - so I will provide an update in the next few days once I merge the changes over.

So now I have to create an in-game implementation of the QuestFlow system in the Rise of Dagon, I hope to also make this part of the QuestFlow package - but only if the implementation is not overly specific.


The in-game implementation of QuestFlow aside there are a few features I still need to code left before I consider Dagon to be "baseline implemented" (yes I made that phrase up as far as I know).  What "baseline implementation" means to me is that every feature I plan to have in the game will exist in some fashion - but not all of them are fully implemented.

So for instance I have implemented about 1/3 of the Spells in the game - this is enough for me to know that the Spell system works and its just a matter of adding more spells over time, polishing the particle effects and getting good quality sounds behind them.

Similarly the Character Creation system works but lacks more refined elements like being able to choose a custom portrait or perhaps being able to assign your attributes out by hand.

Aside from those pure feature rounding areas there are in fact just a very few things that don't have baseline implementations (throwing objects in to the scene for example) and I hope to get those done before the end of the year so that as I round in to the new year it becomes polishing, iterating, and tightening things up to get the game in to beta state!





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