Today on Project Street: Objectives!
We've implemented a suite of objectives to help guide the player through the game, some optional and some integral to the experience. If the project finds an audience and some revenue, I'd like to start working with a narrative team to create a real story with characters. But for now, we have objectives!
- The first objective is to escape the bonds you spawn into
- The second objective is to make it safely to your Garage
- The third objective is to win enough races to challenge the boss
- The fourth objective is to defeat the boss (This quests flip flops with the previous quest in a never-ending loop)
- An optional quest is to find and unlock all vehicles in the city map. This quest doesn't appear unless the player voluntarily decides to interact with a blueprint vehicle in the city map.
- An optional quest is to purchase all vehicles. This quest doesn't appear unless the player voluntarily decides to purchase a new vehicle they do not own. This is considered the end game quest, and a special surprise will become available in the city map to anyone who clear this alongside a thank you for playing message!
At scale, the demo is aiming to convey the intended design, which is outside of the demo's current scope: a map made up of several sectors about the size of the demo, and a story in which the player liberates the city sector by sector.
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