This week we spent writing the major cutscenes that will be found in the beginning of the game. These things might change slightly as the game evolves, but should still tell the story properly.
Vilya also created the inside of the headquarters from last week:
For now there are only three doors, but after the beta we plan on adding special rooms that will unlock as you progress on your adventure and gain rank within The Collectors Guild.
Fred spent the time making some more NPCs, ready to move into the soon bustling city.
We plan on making all our NPCs (save for the guards) special in some way, and in the end most of them should have at least one quest related to them. We’re doing our best to make sure it’s not just a bunch of the traditional “go kill 10 slimes” and try to come up with different types of activities for your character to participate in, but for the beta we might keep it simple to give people a chance to get familiar with the basic systems.
Other than that, we decided to spice up the spell casting graphics a little, adding this effect when releasing a charged spell:
The color will vary slightly depending on what type of spell it is.
If you don’t already have one planned, you could make an escort type of quest. *shrug* Like, say, a guy on a horse with a wagon going to a neighbor city to deliver some supplies, and needing you and/or your friends to help protect him along the route. That’s a tiny bit different from the “kill x amount of enemies” “gather x amount of items” type of quests. Or you could even do something like having to protect the city’s borders for a few minutes from waves of enemies. Just a couple suggestions.