Designing quests for Luni starts with the people Orin meets. In this isometric indie RPG, a conversation can introduce a character, but it can also give Orin a reason to explore, look for someone or return to a place he has already visited. This connection between the inhabitants and the player’s journey is what I’m beginning to build with the first quests in Luni.
Small requests, personal stories
A quest can begin with a very simple concern. Someone in the village, for example, is looking for Yrdi feathers to make a pillow for the winter. That request connects a resource found during the adventure with a person who needs it. I like making room for these small stories alongside the important moments in the main plot. The inhabitants’ everyday concerns help me give the characters a personality and imagine their lives in this world.
Other encounters open up a longer story. In Bran, Mitzu'Lika is worried about her husband, Alandu, who has left for the forest. Orin can agree to look for him. This quest unfolds across several stages: an initial conversation leads to a search, and the player’s discoveries move the story forward. I’ll leave players to discover the rest of their story in the game. Other types of quests are also planned, including escort missions.





