
Ghost of Tsushima Cover
Quest System
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Intro
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There were a lot of beautiful games in 2020, but Ghost of Tsushima was by far my favorite. The story was rich and deep, the gameplay was elegant, and the visual style proudly bore the influence of one of my favorite directors, Akira Kurosawa. Simply put, Ghost of Tsushima was addicting, and I made it my highest priority upon finishing to cover it, specifically its quest system.
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What is a Cover?
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"It's sort of like how musicians start by "covering" their favorite artists before writing music of their own. In the process of mastering someone else's work, a musician develops a slew of new techniques, as well as a better understanding of why that track works the way it does."
-Chadly Cable
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Game Overview
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Ghost of Tsushima is an action-adventure stealth game played from a third-person perspective. Featuring an open world, it follows a samurai on a quest to protect Tsushima Island during the first Mongol invasion of Japan. The game features side quests and non-playable characters with which the player can interact.
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Quest Gameplay
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Traveling to locations
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Colliders trigger dialogue object
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Examine items and clues
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[Distance from object to show display]
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[What happens when a new object is interacted with while another objects interaction is in progress]
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Programming Overview
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3rd Person character controller using a follow script for the camera
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Display system for interactable objects
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Effect system for interactable objects (Dialogue, Camera)
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Objective system - Showing objective markers in the world, and having new objectives unlock when you complete them. (“Examine” item, “Speak” to someone).
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Stretch: Character AI - Character moves from point A to point B, accomodating for players who stop, walk, run, etc.
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Made in Unity using C#