Monstrous Summary About Quests And Spells

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Monstrous Summary About Quests And Spells

Joined: 15 Jul 2004, 06:35

19 Sep 2016, 19:53 #1

Oh yes, we're aiming for a new version release in October with the meat of it being the quests and the new kind of spells. I'll be still wrestling with the final additions until the end of this month, but no longer.
Then it's time to wrap things up for You to unfold on some pretty unpredictable October day.
Been writing down the list of new features too and hereby you'll get to read a sneak preview about the big two to expect. Let's have a few screenshot in there too for easier digest.
Some of this has been hinted about earlier, but putting it all together is in place now. And there's still September left to write a few more chapters - both the code and the news :)

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- added: Quests
	
        There are quests - and that's big. We start with around 15 quests in this version, and more will follow in
        the future. It's quite impossible to pinpoint it all, but here's a few lines about the most important ideas,
        features and mechanics regarding the implementation of quests.

        The quest system as a whole is an enormous (and laborous) addition. We haven't taken the easiest path,
        but use verbose dialogue, procedural generation and randomization to maintain replayability and immersion. 
        Quests don't come in your way in linear or fixed fashion. Not in the the same order, not from the same NPCs, 
        not in the same locations, and so on. Some of the quests may appear several times, some only once. 
        The plots vary from everyday chores and problems to folklore and mythology based stories and incidents. 
        We've paid attention to making quests also to fill in the game world and the worldview of the player (character) 
        to good and interesting extent. There are both mundane and otherworldly things to discover, solve and learn. 

        Quests bring a lot to the game, but open-ended and non-linear roaming, adventuring and surviving remains the
        essence. You are likely to get involved in quests relatively rarely. Perhaps only once or twice a month or so. 
        And in the end it's completely up to player characters as to what extent, if at all, they want to unfold the
        quests and stories there now exist.

        * quest generation

          Quests are generated on the fly during the gameplay depending on various factors, world events and pre-conditions. 
          Things like cultural area, season, nearby landscape, character's familiarity, reputation, carried equipment or 
          skills may all affect to whether a certain quest will appear or not. 
          For example, a certain quest might get generated only if the character is somewhat known, has flawless reputation, 
          it's autumn and there's a big lake nearby. Another quest may require character to be a stranger but of the same 
          culture as the quest giver. 
          However, if the world events and conditions are suitable the quest generation also keeps on trucking in the 
          background regardless of player character's whereabouts, actions or status. So, there are quests and new kind of
          events in the world - and then there's the ordinary open-ended life of the character. 
          These two just may occasionally meet.

        * obtaining quests

          Quests can be obtained by talking to people. This applies both to villagers and lone wandering NPCs, although
          villager given quests are more commonly met. Quests can be accepted or ignored at will, so you are free to decide
          in what to get involved. All the quests are told within the chat dialogue which is often versatile and not too
          straightforward. The dialogue proceeds based on the chat options, questions and answers, you choose. You don't
          always necessarily get to know all the details or tidbits. And sometimes you may learn seemingly trivial things
          about the UnReal World in general within the quest dialogue.

          There are basically three ways to find out about a quest:

          1. You talk to NPC and find out about a quest.
          2. NPC comes talk to you and tells about a quest.
          3. You talk to NPC, asking "How is it going?", and they tell you about a person/situation which can be investigated
             further and may then lead to getting involved in a quest.

          So the general "How is it going?" chat option now serves as a way to ask if somebody in the village has a known quest
          or problem of which the other NPCs are also aware of. If there is, NPCs will hint you about it and mention who you 
          should talk to. This kind of hints about quests are often quite vague and call for asking the NPC in question for more
          information. Within this sort of quest hint dialogue you can pretty much always ask where to find the NPC in question. 

          Notice that NPCs may also rarely have personal problems or quests of which the other villagers are not aware of. 
Finding out about the quest with "How is it going?" query.

And continuing to ask where to find the person in question:

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        * quest journal [F2]
   
          A new information page, quest journal, has been added. Quest journal is viewed with [F2] key command and it contains
          the list and details of quests the character is currently involved in, or has completed in the past. 
            Quest journal main page shows the list of quests along with their titles, quest giver information, assignment and 
          expiration dates. You can then select a quest from the list to view it in detail.
            Detailed quest information is provided by showing all the relevant talk lines you have heard from NPCs. We don't
          use ordinary "your goal is to..." quest summaries, but instead you'll see the exact information you've been told. 
          Should you discover new information from NPCs along the way the quest journal details will update accordingly.
            From the quest details page you can also view the quest related map markers. See below.
Quest journal main page.


And detailed quest information is provided by showing the relevant talk lines. In this screenshot, most of the text is blurred in order not to spoil the fun.

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        * quest related map markers

          Quests also add markers on the map of known areas. Locations of the related NPCs you have met and talked to are always
          marked on the map, but there can be also markers of important quest related areas - if you have found about them. 

          There's "[F6] Map locations" option at the bottom of each quest details page. It shows the map of known areas with
          markers of the said quest. Like all the map markers also the quest related markers can be pointed and clicked, or 
          selected by keyboard, to view the associated information.

          There are two types of quest related markers: 'Quest location' and 'Quest related area'. 

            'Quest location' marker shows locations of NPCs you have obtained quest related information from. These are the
          locations where you originally heard NPCs talking about the quest. Clicking the marker shows the quest in question
          and the related NPC description. You often need to return back to the quest giver after completing the quest
          further away, and these markers help you to find your way at the important quest related people you have met.

            'Quest related area' marker indicates a specific quest related area or location somebody has told you about. 
          Quest related locations are always described also verbally within the quest dialog, but in some cases the area 
          markers appear to indicate rough whereabouts of the place in question. Size of the quest related area markers 
          can vary, and they foremostly give you an initial idea of the area where to head for further investigation. 
          Clicking the marker shows the quest in question and what the marked area is about.
Clicking for more details about "Quest location" marker (and two villages):


...and the "Quest related area" marker::

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        * quest rewards

          You may get rewarded by NPCs for completing a quest. There are different types of reward, and here's briefing of
          the most important ones. In addition, completing quests also quite often increase your reputation in the eyes of 
          the whole village, or the solitary NPC in question.

          - items

            NPCs can reward you with variety of items. Sometimes these are plain ordinary items, but there are also new items
            you can obtain only by completing quests. These new special items are often somehow magical or enchanted in nature.
            NPCs will describe you the properties and usage of the new special items within the quest dialog. 

          - get taught in skills 

            You can get rewarded with a lesson in certain skill which improves the said skill with 3-6 points the next time
            you use it in true situation. The lower the skill level is the greater skill improvement results from a given lesson.
            Having to actually use the skill after the lesson means that in case of a tracking lesson the improvent requires
            tracking skill to be used where there actually are tracks to spot. And in case of a sword lesson, the improvement
            requires a true sword combat maneuver to be executed. And so on.

          - village goods of your choice for free

            You can get village goods up to certain value for free. Upon getting this kind of reward NPCs usually tell you the
            value of the reward in squirrel hides which gives a rough idea about what you can expect to get. 
              The village goods you can get for free can be anything that villagers would also normally trade, and you can 
            choose the goods from storehouses or individual NPCs. In practice this reward works like having a certain amount of 
            trading credit.
              After picking up your selections the items appear as 'unpaid' and you claim them to yourself through trading options
            the same way as you would normally trade for unpaid items. But now upon starting to trade, with the reward active, 
            villagers tell you how much of the selected items your reward covers. If your reward doesn't cover all of the trade
            you need to pay for the remaining amount by normal means of trading. If the reward covers all of the trade you don't
            naturally have to pay anything, and the remaining value of the reward can be claimed later on. You can change your 
            mind, decide whether to accept the deal or not and all that just like in normal trading. 
              It is the same with getting reward provided items from individual NPCs. Start trading, make your selections and they
            will tell you how much, if at all, you need to pay. Moreover, individual NPCs are usually more willing to give their
            goods as a reward as they would in normal trading situation.
              You don't have to use the reward right away or at once, but can spend it at any time you desire. Everytime you claim
            some free goods NPCs will remind you about how much of the reward still remains.

          - spells

            You may learn new spells both as a quest reward and during the quest dialogue in general. These new spells vary from
           hunting and fishing spells to interacting with the spirit world. Sometimes the spells itself or following the magical 
           means NPCs describe are required to complete certain quests. See separate spells section below for more information.
Reward covers some of the items this character wants to get:


And somebody promises a spell as a reward:

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 - added: new spells, in a new way
	
        There are around 20 new spells and magical means to learn and perform. The new spells differ a great deal from the common
        rituals (F4) in their content and way of performance. We'll get into details below, but this all can be very well considered
        the start of the spell system and spirit world overhaul. The new spells are based on the worldview and beliefs of the 
        ancient Finns - with a greatest ambition. All the new spells are based on the actual collected hunting and fishing spells. 
        We've pursued, in a lack of better words, for historical and mythological accuracy  This comes down not only to spell 
        backgrounds or verbal description but also to how the spells were actually performed. The new spells are not simply selected 
        from the list for the magic to happen, but performed with the actual player character actions which vary for each spell. 

        * The new spells can be learned from NPCs within quests. Verbal information to perform these spells can be then found within
          quest dialog in the quest journal. (In the future versions we'll make the new spells appear in the ritual screen [F4] as well.)
          As the spell descriptions are sometimes verbose and contain background information too they can also reveal you a little 
          something about the people's worldview and beliefs in general.

        * The new spells are often "do like this and that will happen" kind of things. To perform a spell in question you then
          need to follow the instructions by using the common game mechanics and actions. 
          For example, if the spell instructions would say "throw three rocks at a spruce tree before the sunrise and your loop snares
          will be favourable" the spell would be performed by throwing three rocks at a spruce tree before the sunrise. 
          That's just an example and not an actual magical mean there is in the game, but you get the picture. 
            When the spell required actions have been executed there's no notification of any kind about a succesfully performed spell.
          If you did the right actions you've performed the spell right, and some magic did happen. If the spell actually worked in the
          game world or not, well, that is hopefully to be noticed at some point. That's how the spells work.
	
        * Effects of the spells and magical means are vague and subtle as usual. Some spells are simple, some are more complex, but most
         often they consists of seemingly ordinary things that have magical meaning behind them once you know it. There are rarely 
         evident results to be noticed, but nevertheless the magical, ritualistic and mythical actions you learn and perform have impact
         on the game world. 
That's it. Briefly.
- Sami, UnReal World creator, sami@unrealworld.fi

This could be a good day to utilize your squirrels hides.
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Joined: 03 Jun 2016, 13:37

19 Sep 2016, 21:31 #2

It sounds like good stuff is coming our way soon!

Have you considered how to proof read the text? I can envisage a few ways:
- Already taken care of.
- Publishing the texts in a new thread and have forumites comment on them.
- Ask for volunteers and divide text among them (possibly giving multiple people the same one to get more than one opinion).
- Keep it under wraps until release in order not to spoil it, but then use any of the methods above post release.
- Release and have the feedback as comments in the grammar thread.
- All the ways I didn't consider...
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Joined: 04 Feb 2013, 23:28

20 Sep 2016, 02:15 #3

Sounds like a really well thought out implementation of quests!
I'm really looking forward to this :)

Especially cool to me are the methods of reward for completing a quest, the quest journal,
and most of all keeping the effects of the spells subtle and mysterious.

B)
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Joined: 17 Nov 2015, 11:51

20 Sep 2016, 08:10 #4

Regarding spells, is knowing certain procedure to perform them necessary? Lets say I haven't got that spell from the quest, but did the steps as part of my survival. Would that still complete the spell?

If so, I think, this sort of reward will get less and less relevant as we(in the real world) learn those rituals from our dead characters.
D
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Joined: 02 Sep 2012, 01:59

21 Sep 2016, 09:22 #5

Sami Maaranen @ Sep 19 2016, 07:53 PM wrote:- village goods of your choice for free

           You can get village goods up to certain value for free. Upon getting this kind of reward NPCs usually tell you the
           value of the reward in squirrel hides which gives a rough idea about what you can expect to get.
             The village goods you can get for free can be anything that villagers would also normally trade, and you can
           choose the goods from storehouses or individual NPCs. In practice this reward works like having a certain amount of
           trading credit.
             After picking up your selections the items appear as 'unpaid' and you claim them to yourself through trading options
           the same way as you would normally trade for unpaid items. But now upon starting to trade, with the reward active,
           villagers tell you how much of the selected items your reward covers. If your reward doesn't cover all of the trade
           you need to pay for the remaining amount by normal means of trading. If the reward covers all of the trade you don't
           naturally have to pay anything, and the remaining value of the reward can be claimed later on.
You can change your
           mind, decide whether to accept the deal or not and all that just like in normal trading.
             It is the same with getting reward provided items from individual NPCs. Start trading, make your selections and they
           will tell you how much, if at all, you need to pay. Moreover, individual NPCs are usually more willing to give their
           goods as a reward as they would in normal trading situation.
             You don't have to use the reward right away or at once, but can spend it at any time you desire. Everytime you claim
           some free goods NPCs will remind you about how much of the reward still remains.
I like this kind of "credit" system and it would be cool if it were extended to normal trading someday somehow. Sometimes I see something I like but I have got only a valuable fur to turn in which by far exceeds the asking price. It'd be nice if they could remember and let me pick some other things later on. Even if the credit expired after a day or two one could at least pick up some dried food or arrows or find something else they need eventually. I think that would be a cool extension to the current trading system which is already very fluid and seamless. You could still have the option to give up the credit out of the goodness of your heart.
At your service
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Joined: 12 Jan 2013, 22:26

21 Sep 2016, 14:53 #6

Dogiuks @ Sep 20 2016, 12:10 PM wrote: Regarding spells, is knowing certain procedure to perform them necessary? Lets say I haven't got that spell from the quest, but did the steps as part of my survival. Would that still complete the spell?

If so, I think, this sort of reward will get less and less relevant as we(in the real world) learn those rituals from our dead characters.
I totally agree. I think there's also another reason. The spell isn't just, say, randomly throwing rocks at the spruce tree. It is doing whatever the spell requires in the right state of mind, understanding not mechanics but purpose and significance of doing so. I believe this cannot be possible if the character isn't taught the spell.
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Joined: 15 Jul 2004, 06:35

22 Sep 2016, 17:55 #7

PALU @ Sep 19 2016, 09:31 PM wrote: Have you considered how to proof read the text? I can envisage a few ways:
- Already taken care of.
- Publishing the texts in a new thread and have forumites comment on them.
- Ask for volunteers and divide text among them (possibly giving multiple people the same one to get more than one opinion).
- Keep it under wraps until release in order not to spoil it, but then use any of the methods above post release.
- Release and have the feedback as comments in the grammar thread.
- All the ways I didn't consider...
Already taken care of to the usual degree, plus some quests dialogues have been worked together with native english speakers. Yeah, there are tons of text so editing swill surely follow in time.
- Sami, UnReal World creator, sami@unrealworld.fi

This could be a good day to utilize your squirrels hides.
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Joined: 15 Jul 2004, 06:35

22 Sep 2016, 17:57 #8

Dogiuks @ Sep 20 2016, 08:10 AM wrote: Regarding spells, is knowing certain procedure to perform them necessary? Lets say I haven't got that spell from the quest, but did the steps as part of my survival. Would that still complete the spell?

If so, I think, this sort of reward will get less and less relevant as we(in the real world) learn those rituals from our dead characters.
Knowing is necessary. If you don't know the spell, doing the mere mechanics don't have any magical meaning and don't complete the spell.
- Sami, UnReal World creator, sami@unrealworld.fi

This could be a good day to utilize your squirrels hides.
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Joined: 15 Jul 2004, 06:35

22 Sep 2016, 17:59 #9

Weathereye @ Sep 21 2016, 09:22 AM wrote: I like this kind of "credit" system and it would be cool if it were extended to normal trading someday somehow. Sometimes I see something I like but I have got only a valuable fur to turn in which by far exceeds the asking price. It'd be nice if they could remember and let me pick some other things later on. Even if the credit expired after a day or two one could at least pick up some dried food or arrows or find something else they need eventually. I think that would be a cool extension to the current trading system which is already very fluid and seamless. You could still have the option to give up the credit out of the goodness of your heart.
Yep, the credit system is really handy. I don't know if it will be extended to normal trading one day, but we'd like to feature lots and lots of simple chore type quests in the future. So you could work for villagers to get "credits". There are some quests of this nature already, and more will follow in time.
- Sami, UnReal World creator, sami@unrealworld.fi

This could be a good day to utilize your squirrels hides.
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Joined: 17 Sep 2015, 00:03

23 Sep 2016, 17:19 #10

The hype is real!
Oli hyvä päivä, oli paha päivä, tulee vielä päivä jolloin kuolen kumminkin.
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Joined: 02 Sep 2013, 20:47

27 Sep 2016, 16:22 #11

Oh, you'd like to have some fish? Well, I have this quest, you see...
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Joined: 11 Mar 2015, 21:31

28 Sep 2016, 05:35 #12

Awesome.

Can you now add in marriages?
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Joined: 29 Aug 2015, 06:42

06 Oct 2016, 00:41 #13

Always so excited to see this game add on more to the ability to interact with villages.

Being able to complete chore like jobs for them seems like a great way for characters to get a bit of wealth in a more realistic way than the kind of "gamey" way of making tons of bowls, or boards.
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Joined: 06 Oct 2016, 07:46

06 Oct 2016, 08:01 #14

Might one be so bold to ask , will the patch be savegame compatible? Big URW craving over here , I'm wondering if I should wait to start a new character.
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Joined: 04 Mar 2016, 15:20

06 Oct 2016, 22:43 #15

Eagerly awaiting the new content, find myself checking for it everyday since october 1rst....
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