Quests


Book Description




Quests


Book Description

Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design. The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design: • level design • quest item creation • NPC and dialogue construction • scripting This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way. The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com




Far Cry Absolution


Book Description

Hope County, Montana. Land of the free and the brave, but also home to a fanatical doomsday cult known as The Church of Eden’s Gate that has slowly been infiltrating the residents’ daily lives in the past years. Mary May Fairgrave, a local barkeep, has lost almost everything to the Church: her parents died in suspicious conditions and her brother, entranced by the cult leader’s charismatic words, has vanished. When the authorities refuse to investigate further, she decides to take matters in to her own hands. Local hunter William Boyd was saved by Eden’s Gate years ago, during the darkest moments of his life. When his duties lead him to cross paths with Mary May, the daughter of one of his old friends, he soon discovers that what is happening in the county is far from what he believed. Up against an omniscient and dangerous adversary, Mary May stands little chance. But the unexpected intervention of William Boyd will change her journey — as well as his.




Missions


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Fool's Assassin


Book Description

NEW YORK TIMES BESTSELLER Nearly twenty years ago, Robin Hobb burst upon the fantasy scene with the first of her acclaimed Farseer novels, Assassin’s Apprentice, which introduced the characters of FitzChivalry Farseer and his uncanny friend the Fool. A watershed moment in modern fantasy, this novel—and those that followed—broke exciting new ground in a beloved genre. Together with George R. R. Martin, Robin Hobb helped pave the way for such talented new voices as Scott Lynch, Brandon Sanderson, and Naomi Novik. Over the years, Hobb’s imagination has soared throughout the mythic lands of the Six Duchies in such bestselling series as the Liveship Traders Trilogy and the Rain Wilds Chronicles. But no matter how far she roamed, her heart always remained with Fitz. And now, at last, she has come home, with an astonishing new novel that opens a dark and gripping chapter in the Farseer saga. FitzChivalry—royal bastard and former king’s assassin—has left his life of intrigue behind. As far as the rest of the world knows, FitzChivalry Farseer is dead and buried. Masquerading as Tom Badgerlock, Fitz is now married to his childhood sweetheart, Molly, and leading the quiet life of a country squire. Though Fitz is haunted by the disappearance of the Fool, who did so much to shape Fitz into the man he has become, such private hurts are put aside in the business of daily life, at least until the appearance of menacing, pale-skinned strangers casts a sinister shadow over Fitz’s past . . . and his future. Now, to protect his new life, the former assassin must once again take up his old one. . . . Praise for Fool’s Assassin “Hobb knows the complicated workings of the wayward human heart, and she takes time to depict them in her tale, to tell her story sweetly, insistently, compellingly. . . . A book meant to be inhabited rather than run through.”—The Seattle Times “[FitzChivalry Farseer is] one of the best characters in fantasy literature.”—Fantasy Book Review “[Hobb’s] prose sparkles, her characters leap off the page.”—Tordotcom “Modern fantasy at its irresistible best.”—The Guardian “Fantastic . . . emotionally rich storytelling.”—Library Journal (starred review)




Assassin's Quest


Book Description

“An enthralling conclusion to this superb trilogy, displaying an exceptional combination of originality, magic, adventure, character, and drama.”—Kirkus Reviews (starred review) King Shrewd is dead at the hands of his son Regal. As is Fitz—or so his enemies and friends believe. But with the help of his allies and his beast magic, he emerges from the grave, deeply scarred in body and soul. The kingdom also teeters toward ruin: Regal has plundered and abandoned the capital, while the rightful heir, Prince Verity, is lost to his mad quest—perhaps to death. Only Verity’s return—or the heir his princess carries—can save the Six Duchies. But Fitz will not wait. Driven by loss and bitter memories, he undertakes a quest: to kill Regal. The journey casts him into deep waters, as he discovers wild currents of magic within him—currents that will either drown him or make him something more than he was. Praise for Robin Hobb and Assassin’s Quest “Fantasy as it ought to be written . . . Robin Hobb’s books are diamonds in a sea of zircons.”—George R. R. Martin “Superbly written, wholly satisfying, unforgettable: better than any fantasy trilogy in print—including mine!”—Melanie Rawn




Amalthean Quests One


Book Description

Space could be a lonely and hostile place especially if you were 21 yearons old and a lone female. Tayce Traun was that female. A young privileged daughter of a commodore cast out in the dead of night when her home world is destroyed by a powerful evil countess and her warrior army. For the first three yearons Tayce fights to keep her exploration cruiser, Amalthea One, from falling into the wrong hands with help from the on board guidance and operation's computer, who is her only friend and companion. Tayce vowed that she would avenge the death of her parents and the destruction of her home planet. She has an idea to create a crime fighting team and call it the Amalthean Quests Team. The new journey starts and slowly one by one new members join the team.




A Night in Avignon


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Porzia


Book Description




Kingdom's Quest


Book Description

He was called to fulfill a mighty quest, filled with fierce battles. A quest to bring hope to the kingdom… Having narrowly escaped death at the hands of the evil Shadow Warriors, Sir Gavin is given a new name by the Prince to signify his new allegiance–to the cause of the one he once swore to kill. Called to share this message to everyone in the land of Arrethtrae, Sir Gavinaugh takes up his sword and embarks on an epic journey. Winning hearts and minds with the power of his words and his skill with a sword, Gavinaugh travels from one end of the kingdom to the other, telling Outdwellers about the Prince, convincing them to join him. And though Gavinaugh is at times beaten, thrown in prison, or stranded far from home, the Prince himself guides his words, his sword, and his pilgrimage. Journey to Arrethtrae, where the King and His Son implement a bold plan to save their kingdom; where courage, faith, and loyalty stand tall in the face of opposition; where good will not bow to evil–and the Prince’s chosen messenger speaks boldly of his quest.