Quests Unlimited is now available on Steam!
http://store.steampowered.com/app/777420/Quests_Unlimited/Quests Unlimited is available on itch!
https://oxrock.itch.io/quests-unlimitedInspired by a love for classic idle games like Progress Quest, Quests Unlimited is a classical interpretation of the idle rpg genre with a more traditional rpg style of gameplay being emulated. Accept and complete quests, sell your drops in town, equip new gear and spend your hard earned currency upgrading it and becoming more formidable.
Quests Unlimited is still being worked on, but development is so far along that I felt the game warrants a release. Player feedback can only make the gaming experience more enjoyable. Give the game a try and let me know how I can make your experience more enjoyable
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[OUTDATED]It's been a little while since I created this thread and some info in this post was out of date. So i decided to update things so first time readers will have a more accurate idea of where development is for the game. The original post will be left unaltered for posterity.
The idea behind Quests Unlimited Quests Unlimited started with the thought of "What if someone ever actually had made a 3d version of progress quest?". I think a lot of us feel the draw of games with level and gear grinding mechanics but simply don't have the time to invest to excel in those games. So, why not develop a game with those mechanics that grinds for you? With the surge of e-sports, twitch viewership and other casual afk games, maybe watching the action happen can be fun sometimes too. Of course I doubt many would actively watch the game for hours at a time or anything. The idea would be to leave it running and check on the progress every once in a while to see what epic new equipment your party has and how many levels it's gained.
So how does it work?The premise is simple. When you start a new game you will choose what classes to fill your party with. Your party will then visit the village elder and receive a randomly generated level appropriate quest. While questing, monsters may drop equipment with randomly generated stats which can be equipped as upgrades or sold in town.
So where is development currently? 07/08/17For now I still only have the hunter and fighter classes available for play. The game is still bare-bones compared to a finished product, but a lot of the key elements are operational. A party is randomly generated at game start and assigned a quest. The party will automatically walk to the appropriate questing area and start killing quest monsters. The quest progress is tracked and a new quest is issued when the quest is complete. The equipment system (looting,equipping,selling) is in place and working great. For now, receiving new quests and selling items is taking place remotely while in the field, but getting that functionality up and running was the hard part. Making is so that the party has to be in range of the salesman/elder to sell items/receive quests is trivial in comparison. There's now also a unique enemy in each questing area for the party to dispense of for the sake of the village. I believe that covers the major features that have changed since the initial posting.
What's to come?Of course that game isn't done yet, so there still so much more to look forward to!
Objectives that are
struck out are completed unless otherwise indicated
quest system is currently implementedmage classberserker class no longer in my planspriest class implemented as cleric- tons of enemy classes (have 3 implemented currently, much better than the 0 I had when I first posted)
threat systemindividual equipment windows This is currently in place and operationalequipment scoring system based on class This has been handled and much moretown vendor(mostly implemented)completely implementedequipment improvement systemworking in game- save/load system (partially implemented)
possible twitch.tv interaction I decided not to go this route
I've been doing my best to keep this DevLog updated every Saturday with the progress made. If you have any questions or comments, please don't hesitate to take part in the conversation and I'll be back to respond before long.
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The idea behind Quests Unlimited Quests Unlimited started with the thought of "What if someone ever actually had made a 3d version of progress quest?". I think a lot of us feel the draw of games with level and gear grinding mechanics but simply don't have the time to invest to excel in those games. So, why not develop a game with those mechanics that grinds for you? With the surge of e-sports, twitch viewership and other casual afk games, maybe watching the action happen can be fun sometimes too. Of course I doubt many would actively watch the game for hours at a time or anything. The idea would be to leave it running and check on the progress every once in a while to see what epic new equipment your party has and how many levels it's gained.
So how does it work?The premise is simple. When you start a new game you will choose what classes to fill your party with. Your party will then visit the village elder and receive a randomly generated level appropriate quest. While questing monsters may drop equipment with randomly generated stats which can be equipped as upgrades or sold in town.
So where is development currently?As of now I have 2 party classes mostly implemented, the Fighter and the Hunter. The equipment and stats system are both functioning perfectly(you equip a sword, fighter's stats increase, dequip and his stats decrease) however the inventory UI to interact with the equipment has not been updated yet. The party system functions as expected, parties will fight other parties of rival factions. As of yet with no questing system in place and no enemies developed, the game currently plays more like a 50x5 vs 50x5 battle to the death. This is only for testing purposes and does not indicate release game play whatsoever. I think pictures do more to show progress than words honestly, have a look at some of today's progress:
This afternoon I was working on implementing the hunter's arrows and making sure they flew at their targets.Don't mind the horrid displays over the characters, they're not long for this world. It's just for testing purposes during development.
What's to come?Well I still have to implement a lot of things, as indicated by only being at 30% developed. Here's a list off the top of my head:
- quest system
- mage class
- berserker class
- priest class
- tons of enemy classes
- threat system
- individual equipment windows
- equipment scoring system based on class
- town vendor
- equipment improvement system
- save/load system (partially implemented)
- possible twitch.tv interaction
What else is to come? Well hopefully updates at least every Saturday! I'm actively developing this game full time and think it's finally time to start showing it off a bit. Like what you see, have questions, got a suggestion? Leave a comment!