Step into the magical world of Epic Adventure Quest, a solo-developed action RPG where classic point-and-click gameplay meets a rich fantasy story. You play as an apprentice sorcerer with the rare magical gift to travel into the stories of any book you read.
In a kingdom ruled by an evil sorcerer who has outlawed magic and banned all books, you must explore towns, interact with locals, uncover the last hidden storybooks, and enter their worlds to retrieve powerful items. Your ultimate mission: free your captured wizard friend and overthrow the tyrant’s reign.
What started as a short course on building an RPG has grown into a creative sandbox for developing reusable systems—dialogue, interaction, and shop mechanics. Each step in development has been a new “side quest,” adding exciting features such as:
Open-world procedural generation for limitless exploration
Horse riding to travel faster across vast landscapes
Character customisation to make your hero truly your own
Object interaction that makes the world feel alive and responsive
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An early demo is available now on itch.io, so you can explore the world, test the mechanics, and get a taste of the adventure to come.
I plan to continue developing Epic Adventure Quest toward a full release. Your feedback is invaluable—let me know what you think in the comments below and help shape the journey.
Here’s a short video of the last few months of progress I’ve made on my RPG game ‘Epic Adventure Quest’. I’ve recently been working on using Full Body IK for the pickup and interact animations as well as the head look. I wrote the Interaction system myself and have been able to use it on the Treasure chest, Dress and Doors. The Door system required quite a bit of work to account for all the different lock/unlock states and to handle using the correct key etc, but that’s a topic for a future video.
In this video, I give a quick overview of the GameDev.tv Dialogue System and walk through the custom changes I made after completing the course. It took me around two weeks of after-hours work to finish, and I’m really happy with the results so far! There are still a few features I want to add, but I hope this breakdown is useful for anyone else taking the course or looking to expand their own dialogue systems. If you enjoy these longer, more in-depth dev videos, let me know in the comments—I’d love to make more!






Recently, I’ve been focusing on improving the combat system. My goal is to make battles feel more dynamic and action-oriented—something that goes beyond simply clicking on UI elements to cast spells—while still keeping controls straightforward and easy to learn.
Since Epic Adventure Quest uses a point-and-click system for movement and issuing attack commands, I wanted a mechanic that adds depth without overcomplicating gameplay. The result is a unique directional block system: by pressing and holding the right mouse button and aiming toward the incoming attack, you can actively defend against enemies. This makes blocking arrows and fending off multiple attackers more interactive and rewarding, adding a satisfying skill-based element to combat.
In this example, I’m using a decal system to provide block direction arrow feedback to the player.
I’m really happy with how it turned out—especially how it naturally interacts with the terrain and even the player’s shadow.
This visual cue makes it easier for players to read incoming attacks and time their blocks effectively. It might end up being something that’s only present in the tutorial level, or possibly an optional feature that can be toggled on or off in the settings.
You might think implementing ladders in a game would be simple—after all, they’ve been around for decades. In first-person games, it’s usually straightforward: walk up to the ladder, press forward to climb, and the camera moves with you. Going back down is often trickier—do you walk backwards, press a key, or just step off? I’ve fallen to my death more times than I can count trying to figure out each game’s method!
But in a third-person, point-and-click adventure like Epic Adventure Quest, ladders introduce a surprising amount of complexity—especially with NavMesh pathfinding and animation syncing.
My solution was to build ladders as an extension of my Interactive Object System. When the player clicks a ladder, the character’s AI navigates to the nearest access point (top or bottom). Upon arrival, they trigger a start climbing animation—different depending on whether they’re going up or down—before transitioning to a looping climbing animation. During this climbing animation, player input is disabled.
The climbing uses root motion, so the animation directly controls ascent or descent speed. The character’s collision capsule is temporarily disabled, allowing ladders to be any length without breaking movement. At the top or bottom, an invisible trigger plays a dismount animation, and the collision capsule is teleported back to the closest point on the NavMesh (the AI walkable area of the level). Controls are then handed back to the player seamlessly.
The result is a fully reusable ladder system, enabling vertical level design without constraints. Now comes the next challenge—getting NPCs and enemies to climb them too!
Check out the video below for a further breakdown and to see behind the scenes, the collision capsules and triggers in action.
Building a large open-world game means crafting expansive spaces for players to explore and adventure in. To save time and avoid hand-crafting every detail, I implemented a procedural generation system that creates terrains, roads, trees, rocks, forest foliage, cliffs, and mountains automatically.
This was made possible using the powerful Map Magic asset for Unity. While Map Magic is an excellent tool, it can be a bit challenging to work with and sometimes runs slowly. To help myself—and others—I recorded a detailed video documenting my entire procedural generation workflow.
If you’re working on your own game and want to learn how to create dynamic, sprawling worlds more efficiently, this video should provide useful insights and tips.
Recently, I took on a small “side quest” in development—polishing the cloth and ragdoll animations for characters in Epic Adventure Quest.
This was made possible by combining Unity’s built-in ragdoll system with the excellent Magica Cloth 2 asset. The result is flowing fabric and realistic character reactions that add an extra layer of immersion to the game’s visuals.
While it was a relatively short task, the difference in look and feel is huge. It’s the kind of subtle polish that players may not consciously notice, but it makes the world feel more alive and believable. This is definitely something I’ll carry forward into future projects.