Non linear quest system

For a story driven fantasy action RPG

This page is dedicated to the quest system. It will portrait the process of the design and development of the game.

The Design

(This game is currently in development, so everything is subject to change)

During my minor at the HdM (Hochschule der Medien) Stuttgart I had to take a look at existing games, analyze them and pick one system/mechanic from a game and develop it. For this I took a deeper look at the quest and dialogue/conversation system of the Witcher 3 Wild Hunt from CD Projekt Red and Horizon Zero Dawn from Guerillia Games.
In the end I designed our own dialogue and non linear quest system based on those games.

I came up with a design by looking at games like The Wicther 3 Wild hunt and Horizon Zero Dawn. Looking at how they implemented their quests and changing it to my own needs.

Moodboard

The technical implementation

(This section will describe some technical challenges and decisions I made)

Quest system

The whole project has been developed in the Unreal engine with blueprints. This choice had been made because it would be easier to prototype and iterate on the development of all needed systems.

The quest system had been made up from different components:
– BP_QuestManager
(This blueprint manages all the quests during gameplay)
– BP_masterQuest
(This blueprint is the base class of all quests in the game)
– BP_GoalActor
– Different Enums and structures
– Multiple widgets

Since this system is really big, I’ve created some technical documentation which can be found here:

Dialog / NPC conversation system

The whole project has been developed in the Unreal engine with blueprints. This choice had been made because it would be easier to prototype and iterate on the development of all needed systems.
Since this system is really big and can’t be explained here, I’ve created some technical documentation of it which can be found here: