QuestCraft was an academic research application developed as part of a dissertation project to evaluate procedural quest generation compared to traditional handcrafted quests within games. Built in Unity using C#, QuestCraft applied procedural content generation (PCG) techniques to generate quests dynamically based on tagged quest parameters. The goal of this project was to explore whether procedurally generated quests could offer engaging and varied gameplay experiences comparable to manually designed content, and to investigate the impacts on replayability, design efficiency, and player experience.
The project involved designing a quest generation system that could create quests with varying objectives, narratives, and challenges based on player preferences and game state. A user interface was developed to allow players to interact with the generated quests, and a study was conducted to compare player engagement and satisfaction between procedurally generated and handcrafted quests.
Current features include:
- Generates quests algorithmically using a flexible tag-based system
- Built in Unity with integrated gameplay systems for real-time quest generation and execution
- Structured and extensible codebase allowing easy expansion of quest logic and mechanics
- Developed to evaluate procedural generation against handcrafted quest design within an academic context
- Full research report and supporting materials available within the repository