Thanks for the response! I made quite a few changes with the suggestions you guys/gals made. I have also completed a beta version of the second quest in the series and would like some help finding the bugs/exploits/spelling/ect errors. Code: NW-DF9CHASFN Quest:The Halls of the Everdead Author: zoustyx In-game…
No, those are resource nodes in the map. However you can create an item in the foundry and have it required to open certain interactables. For example, you create a Lock-pick and set it on an interactable [using dialog] that requires thievery to open it and later down the quest you can use it to open a door that bypasses a…
I have to agree with jkpark, when I got to the fog ridden place I got no explanation of what was going with all the undead. I can only assume that all those undead were previously the children, right? However, the beginning dialog was great. You should have put some more in the undead place.
I've played through quest and it's quite good! Some things I've noticed though: -Finding the cellar is a bit difficult, perhaps you can change it points to find the location better. -The npc that you have us talk to in order to go to the trap door has it's default name, perhaps you missed that? -The door you use to enter…
It's very hard to create a rewarding exploratory dungeon because you cannot add more than one rewards chest. My advice would be if you're going to make an exploration quest, make it full of interesting side stories or lore geared toward your quest such as clues to character backgrounds or people that tell a very different…