Dragons Peak: Bossfight
Leading the development for everything but the boss fight itself, I was responsible for implementing the open world gameplay. The game featured a large map split into multiple regions, centered around a volcano which housed the dragon. Players followed a main questline that had them venturing out into the world to complete various tasks and unlock new regions, meeting NPCs that uncovered the story of the island and the mystery of the dragon.
I created a sophisticated quest system that allowed us to easily create quests connected to goals that incremented the quest's progress, with the quests displaying on the UI using minimal devices. It supported multiple types of quests, including main quests, repeatable quests, daily quests and achievements. They all used the same underlying system which made them very easy to create, with achievements being silently progressed in the background and displayed on a special achievement board rather than the UI. The quests were all stored using Verse persistence, allowing the game to load all quest progression when players joined the game.
I was also responsible for designing the storyline, writing the dialogue for the NPCs and implementing the complex dialogue system, allowing NPCs to have different dialogue options depending on the player's active quest. The story took players across multiple regions, guiding them to explore all of the island's secrets, and revealing the intriguing history of the island and the dragon. The game also featured scrolls hidden around the island, which were special collectibles you could find in each region. Collecting all of them unlocked a secret quest that revealed the final pieces of the lore, setting up for a potential sequel.