Quest Log!


This week I've added some important systems to the game: player movement with navigational meshes, item combination, analytics and error logging. But the main improvement of the week has been the addition of the quest log. 
Traditionally, graphic adventures are very linear. The player has very few things to do apart from solving the next puzzle at hand. There are exceptions, of course, but my intention with Bloodlust: Santa Monica is to offer a story-intensive RPG experience where the player can tackle many puzzles at any order. Having so many puzzles at the same time might become easily overwhelming. And thus we have the quest log as a solution to keep the player always in track of their progress in each quest. Here's a first mockup I did, taking lots of inspiration from the notebook in Thimbleweed Park.


Note that there are two small arrows at the bottom of the notebook. These allow the player to scroll between the active quests. But enough chatter, let's see how it works all together in a GIF. 


Now all I need is a beautiful sound queue for the quest log being updated, and maybe a small animation of the notebook in the inventory.

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