Dying Light 2: Developing the System Behind Choices and Consequences
Konrad is a Senior Game Programmer at Techland, working there for the last 10 years. He started as a tools programmer but later switched to game development. At the company, he’s currently the guy responsible for systems revolving around narration: quests, dialogs, and movies. Besides a passion for video games, he is an enthusiast of astronomy, RPGs, and Magic: The Gathering.
Last year’s E3 demo of Dying Light 2 showed that player choices will have genuine consequences in the game. I’m going to show you how we designed and developed the quest system which drives it and how the system overcomes the difficulties of world streaming, as well as the co-op portion of the game.