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How to create a Sacred 2 Quest


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Daniel Bolster of Studio 2 with Ascaron Entertainment presents an interesting explanation of how quests will be created in Sacred 2 at IGN

 

:)

 

gogo

 

How to create a Sacred 2 quest

 

At Studio II we use our custom-made quest editor for implementing stories and quests in Sacred 2. In any game a quest basically consists of the following components: characters, items and interdependencies. You could very well program them using a scripting language, but it's a lot easier to just select all elements with your mouse. You still may use the scripting language for all the other stuff, but usually that's no longer necessary.

 

ign1.jpg

 

If a quest author starts the editor, they see the Sacred landscape in low resolution and from a bird's eye perspective. Thanks to many tools they may navigate the map as well as list and find quests, characters or items. The scrap heap you can see on the map above is one of the level designers' a test scenarios – I like using it as a playground for quest techniques. All objects are stored in an SQL database the editor uses. That way all quest authors may work on the same game world simultaneously. To make the quests playable the database is simply exported into the game folder.

 

Save my daughter!

 

For testing purposes I have created a very small and easy rescue scenario here: a man asks you to save his daughter. To get the quest the hero first has to pass a trigger area (an area triggering an event when entered) to activate the quest. The question mark over the man's head tells players that he has a quest for them. Since this game character "gives" a quest to the player's character, the term "quest giver" has stuck with us. This is how the author sees the quest in the editor:

 

ign2.jpg

 

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