Rogues of Europa is a gothic roguelike RPG. Fight the physical and metaphysical evils brewing below the surface of a rapidly modernizing society.
After wrapping up some bugfixes early in the week, I went on to start on the new quest system.
Naturally, this hit a massive wall when I determined that it was going to go nowhere until conversations were revamped a little bit. So I added a few conversations, and reengineered them to accept a variety of new inputs. If you weren't already aware, the conversation system is designed to have mad-libs style entries so that a relatively low amount of conversation types (probably around 30 or so) will be able to handle all quests.
I might need to do some playing around with my working schedule in order to write more, but I think I can squeeze in a little writing at work, which will allow me to finish them faster than I have been.
I additionally added a system to reinforce the "monster of the week" gameplay concept, in which all of the people in a town become people you can ask about the quest. Most of them don't know anything, of course, but they can help lead you towards some witnesses who actually do know some things. After you find and question witnesses, these clues will be entered into the quest screen (which some have pointed out is relatively lacking), and can be referenced from then on, and used to figure out not only where the objectives are, but some good information on when and how to go about achieving the objectives.
Remember to email any questions, comments, and prayer requests you have to roguesofeuropa@protonmail.com.