· Mark · Devlog · 3 min read
Devlog #6: Tracking Our Prowess
This week, we dive into a major new feature: the Map and Quest system! Learn how we help players track the all important Paw Prints of Prowess and get a peek at Kit’s new look.

Welcome back to the Ki10 Games devlog!
This week has been all about implementing core gameplay and quality of life systems. Specifically, I’ve been focused on bringing a functional Map and Quest Log system into the game to help players navigate the world and track their progress.
Hunting for Paw Prints of Prowess
Our main collectible, the Paw Prints of Prowess (still a placeholder name and model, but we love the alliteration!), is what drives exploration in our levels. To make the pursuit of these collectibles fun and manageable, we needed a system to help players track them without just handing everything over.
This new system handles several key functions:
- Vague Location Tracking: The map will show a general area where the uncollected Paw Prints can be found. We want to encourage exploration, not just waypoint following, so it’s intentionally broad.
- A Helpful Nudge: Each Paw Print will now have a hint attached to it in the quest log. This is a small piece of environmental or puzzle solving information to get the player started on collecting it.
- Collection Log: Once collected, the Paw Print is marked as complete in the log, letting you see exactly what you’ve accomplished in that area.
- Quick Revisit: A feature I’m particularly happy with is the ability to teleport back to the general area where a Paw Print was collected. This makes it easier to jump back into a favorite location or revisit a level to find an item you missed.
Building out this system from the UI design for the log to the code that handles the map markers and teleportation was a major push, but it feels like a massive leap forward for the game’s structure!

A look at the new Map and Quest Log, showing a general area for a Paw Print and its hint (Of course with placeholder art and designs).
A Proper Outfit for our Knight
In other news, our protagonist, Kit, has had a wardrobe change! For a while, we’ve been using a simple, robot model as a placeholder while Scott worked on KIT’s design of our hero.
I’ve finally completed the swap, and Kit’s proper model is now implemented in the game, it’s not quite there yet and needs more work but it’s a huge morale boost to see the character we’ve been designing finally running around in the levels, it really helps the game start to feel real. Seeing the character art come to life is a massive win and gives us a great sense of direction for the levels and enemies to come.

Out with the old, in with the new! Kit’s new model, ready for action.
Thanks for reading and see you next time,
Mark
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