June 2015 Update: Due to some fundamental changes in how the story is presented to the player, the entire Objectives gameplay aspect has been replaced with a more organic form of discovery. This post no longer applies.
To help encourage players to discover more of Hevn, we've recently added the concept of "objectives". This will likely feel familiar to those who have played RPGs or really any game that requires completing various types of tasks or quests. For the purposes of this post, the terms "task", "quest", and "objective" are used interchangeably to mean "something that needs to be done by the player". Several quest based systems already exist on the market, but after research it made the most sense to implement a simple custom solution. In this post I'll try to share how we're implementing a flexible objective based system that provides a foundation to create an immersive and unique experience.
In Hevn the player has the option to make choices that can affect the outcome of the game. One of these options takes place in the form of dialogue. "Dialogue" in this sense means communicating with other NPCs or "entities" using in-game computer terminals and tablets. This post covers some of the technical design of implementing dialogue into Hevn.
More game design details at IndieDB