View Full Version : Need Quest Ideas
In my Azure Dreams game...I have a tower and a town, this is pretty much for the people who has played azure dreams and know the type of missions Im talking about.
For those who dont know AD is pretty much a fetch and return game, this person needs so-and-so from the tower and you have to go in and find it, and in return you get a good reward and progression in your relationships with the townsfolk and g/f, which in turn open up new buildings/towns, etc...(yes, this game will have multiple towns to go through and complete objectives there also, and possibly a second tower if I decide on having a different "world" you can access)
Im open to new item suggestions also:)
I have the game done with exception to the quests, the towers complete, the 40 monsters are completed and placed, the town is made for the most part, now all thats left are the missions.
So...any suggestions?
Seraph
11-19-2007, 05:26 PM
What are you looking for items wise? Names? Weapons, magical or treasure?
What kind of theme do you have in your game (specific mythological names and places)?
Wavelength
11-19-2007, 06:47 PM
The types of monsters, and the general setting of the town, would also be helpful in coming up with quest ideas.
One of my favorites in Azure Dreams was killing the PICKET that stole the town's Water Medal to open up the pool.
Hmmm, perhaps a quest where you have to either buy or gather the materials to make a good weapon or piece of armor, then "temper" it by fighting against a certain Fire or Dragon type monster while in possession of those materials?
I'll add any ideas I think of for ya.
The game, Id say probably is set back in medeival times(bet ya didnt see that one coming) and the character uses swords and armor.
Town wise is just like AD, its a poor town and you need to fix it up to make the citizens happy.
I dont think Ill have any magic in the game, probably just skills.
I already have equipment made, you will have a different sword and shield obtainable from monsters that "almost never" drops them on all 20 levels(20 swords and 20 armor)
Each floor in the tower is significantly harder then the last, so Ill need a full array of quests to keep the game running
If you want a character to obtain a weapon or armor, theyll have to obtain that weapon or shield from the townsfolk based on what floor youll have to reach to complete said mission EXAMPLE:Find x on level 10 to recieve y(which is found on level 10)
The familiars are going to be your savior, the armor and weapons are there to help you stay alive, since everytime you enter the tower your level drops down to 1.
You can also come up with completely off the wall ideas, like if you retrieve so and so for this guy he'll give you a ring or something that will allow you to enter the tower on level 5, or 10, instead of 1, and you can have multiple rings that allow for a higher level, but each is harder to obtain.
And any suggestions will more then likely go in the game, and youll get credit in-game
Seraph
11-19-2007, 07:22 PM
The game, Id say probably is set back in medeival times(bet ya didnt see that one coming) and the character uses swords and armor.
:p
What I meant was what kind of theme for the names and functions of the items.
In my game I am using, loosely, Norse themes and so my item names will reflect that. Also, my magical weapons will have mythological names names like "Gram" etc... Instead of "Long Sword".
I cant even remember, tell you the truth I think I used premade names and just changes all the values
Lausen
11-19-2007, 08:18 PM
Well how about a mission where you have to find missing pages from a book. When you get all the pieces you learn it reveals the location to treasure. Have it give a vague location. I was thinking make it like an excavation thing. You come across some kind of a decoritive that is somewhat under ground. Then you can dig it up to find whatever.
Just a though.
I actually like that idea, multiple pages strewn across the tower..hmm I like:)
This is going in the game:)
Wavelength
11-20-2007, 05:33 PM
Ok, just another idea that flew into my head... perhaps you could have a flask, which you can fill with different "essences" you find from fountains placed randomly in the upper levels of the tower.
As an example, there might be four different types of fountains--let's call 'em Earth, Fire, Wind, and Water. You could fill the flask with either one "element" or with two (to mix elements--for example, Fire and Water might mix to "Steam," or Fire and Earth to "Magma"... and Fire alone would give you a "Flame" flask), if you can find different types of fountains.
Back in town, you can use the filled flask to feed to one of your familiars, teaching it a specific new move IF its type is compatible with the type of flask you have. So a Dragon familiar given a "Magma" flask might learn a move called Volcanic Breath, whereas an Undead familiar might learn a move called Ash Blast and an Aquatic familiar wouldn't learn anything at all from a Magma Flask. After use, the "filled" flask turns back into an Empty Flask.
I think the whole system could be pulled off using a simple system of Treasures, Moves that are never learned naturally, and maybe a few variables.
And if you don't like the aesthetic of flasks or whatever, you could use a magical Stone that you power up at different Mana Obelisks or something.
Ok, that sounds really good also, though I need more details...
Earth
Fire
Wind
Water
Ill need Earth to be a base so the system can stay balanced
Earth+Fire -> Magma(Fire)
Earth+Water -> Steam(Water)
Earth+Wind -> Tornado(Wind)
Earth+Earth -> Nature(Earth)
Naturally earth will be the weaker of the 4
How does it sound? What would you change? Theres 16 skill slots for each creature so I can have 4 skills for each type
Wavelength
11-21-2007, 02:35 AM
I just want to make sure we're understanding each other clearly. I never had the idea of a "base" per se--I gave Fire as an example, but I was thinking any element could mix with any other. And each familiar would be able to take several types of mixes, but not all 16.
However, either way, I think your "base" idea is very cool. That would also be a very nifty way to implement it, and the "other" three elements would seem that much more powerful for it. Best of all is that you'll be able to save a lot of memory because your scripting will be shorter.
Glad you like the idea, and best of luck with it! :) Again, I'll post if I come up with other good stuff.
I could take the base off if you gave me the different mixtures you want and more detail, doesnt matter to me, like I told Lausen with his, its your idea:lol
Right now Im just sitting at 21% with all 70 monsters and 76 items, 1 field, 2 towns, 6 houses, 9 characters, and a few other things
Wavelength
11-21-2007, 03:06 AM
Nah, it's YOUR game, I'm just trying to feed you some ideas, but you should implement it however you feel it will make your game the best.
As far as ideas for the mixtures? I had in mind something like this:
Earth alone -> Nature Flask
Fire alone -> Flame Flask
Water alone -> Rain Flask
Wind alone -> Air Flask
Earth + Fire -> Magma Flask
Earth + Water -> Clay Flask
Earth + Wind -> Meteor Flask
Fire + Water -> Steam Flask
Fire + Wind -> Searing Flask
Water + Wind -> Bubble Flask
For each familiar, you (JPS) can decide which Flasks will work, and what skill they will teach that particular familiar.
Ok, that sounds good to me
Im horrible at thinking up names for things:lol
oh, by the way, you can view the weapon and armor names in my Dark Tower thread, forgot Ive posted them there, I got them from FF4 and Chrono Trigger
Lausen
11-24-2007, 12:21 AM
Well I think I may have come up with another idea for you. I was thinking about being able to make your own elemental weapon. I was thinking inside the shrine at Aruna you could find a staff, sword, dagger or whatever weapon the character uses. I don't care what you name it, but make it really weak with a high selling value that way people think it's bad and want to sell it.
Then put different fountains around the world that hold elements. I was thinking Fire, Ice and Thunder because thats all the light effects there is. Have one of each. You can bring the staff there and absorb the elements from the fountains. Once you chose one you can bring the weapon to the temple and it will transform into a brutal magic weapon. I was thinking making it really strong so if you sell the weak form you are out of luck. If you pick Fire make it a Flametongue, the Ice turns into an Icebrand and the Thunder a Thunderscyth.
Anyway thats the basic idea.
Wavelength
11-24-2007, 01:27 AM
make it really weak with a high selling value that way people think it's bad and want to sell it.
...
I was thinking making it really strong so if you sell the weak form you are out of luck.
Kind of sadistic, aren't you? :lol
Cool idea, though.
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