Quest System Planning
Planned comprehensive quest system to solve core engagement issues and transform gameplay from passive waiting into goal-driven progression.
The Problem
- Players had "nothing to do while waiting for resources"
- Building system felt "too free" - could build anything anywhere
- No sense of progression or accomplishment
Design Philosophy
Inspired by Terrafactor (quest-gated unlocks), Factorio (production milestones), and Stronghold (mission objectives), the quest system will provide clear objectives and unlock buildings as rewards.
Quest Progression
- First Light: Build 2 Solar Panels → unlocks Battery
- Through the Night: Survive until Day 2 → unlocks Food Fabricator
- Colony Nutrition: Produce 30 Food → unlocks Comms Center
- Earth Contact: Order supply drop → unlocks Pressure Dome
- Lunar Permanence: Survive 7 days with 3+ colonists → Victory!
Technical Architecture
- QuestManager: Tracks quest status, progress, and triggers unlocks
- Quest Panel UI: Side panel showing active objective and rewards
- Comms Center: New building for ordering supply drops from Earth
- Building locks: Only starter buildings available, rest unlocked via quests
Target: 7-day implementation sprint. This system is critical for establishing a clear gameplay loop and sense of accomplishment.