SCRIPTED quests and quest logs (C#, JSON, node-based visual scripting)
Wrote quest DIALOGUE for new and pre-existing NPCs
Scripted PLAYTHROUGH VARIATIONS (so players can approach quests in different ways, depending on who they've spoken to, items attained, etc.)
Utilized pre-built systems and requested additional functionalities as needed (such as trigger behavior, allowing players to interrupt in-progress conversations)
Set up TRIGGERS, NPC daily SCHEDULES and ANIMATIONS
QA TESTED my quests and quests from other narrative designers
The below video features a video of a larger series of quests I created, featuring:
Well over 20 MINUTES OF GAMEPLAY!
5 CHARACTERS total
3 CHARACTERS I INVENTED (the overly optimistic Fynn, pessimistic Kai and his wife Kaelen) & 2 PRE-EXISTING CHARACTERS (scientist Zahra and owl enthusiast Anika)
2 MAIN QUESTLINES - The mystery of vanishing crops from Fynn's garden & the money troubles of apothecary couple Kai & Kaelen
I spent approximately 35 HOURS creating these quests from start to finish (generating new NPCs; implementing schedules, triggers and quest logs; writing and scripting quests, bug testing and editing).
I have OBSERVED PLAYERS PAUSING on dialogue options for SEVERAL MINUTES to CONSIDER the MORAL DILEMMAS presented in my questlines.
The above questline gives players the option to INFORM a highly optimistic farmer that his neighbors have been STEALING from him.
It also EMPHASIZES the IMPORTANCE of not picking the Black Thistle, found all over the forest area.
This leads into another quest later in the game where a woman tries to CONVINCE the player to give her the Black Thistle.
A story I wrote for a storyteller in Eastshade.
Set bools, checked bools (to determine if a conversation topic could be revealed), triggered animations, changed NPC schedules, etc.
Triggered quest logs.
In some instances, I wrote multiple quest logs for the same part of a quest, depending on player actions.
Below shows my scripting work, leading to different quest log information (click to zoom):