diff --git a/NOTES.md b/NOTES.md new file mode 100644 index 0000000..dc8fae9 --- /dev/null +++ b/NOTES.md @@ -0,0 +1,56 @@ +# Notes + +The problem I'm facing right now is I really need to figure out how Quest +Objectives will work. + +Primarily there are a few different objective types; +- "Code" controlled + Covers anything that can be triggered by the code itself, usually using the + event system. Here are a few examples; + - "Go talk to this person" + - "Go fight this boss" + - "Activate this switch" +- "Check" controlled + Basically these are objectives that can be completed and potentially + uncompleted again if the circumstances deem it so. + + Consider; + "Go find 3 potions", could happen automatically, but if the player were to + then consume any one of those three potions, then the objective would + un-complete. + + I think in this scenario the actual turn-in is either going to be an active + checker that turns the quest in automatically, e.g. consider the "find 3 + potions" scenario I put above; + You would get the quest, go find 3 potions, and the instant the third + potion was collected, the game would trigger a cutscene and the quest would + be complete as part of that. + + Alternatively the player could have to collect 3 potions and then turn in + with an NPC, who would check when interacted whether those items were in + the players' inventory or not. This is particularly so for key-items which + in theory cannot be uncollected, but would still require this "collect and + then turn in" approach. + + Thinking about it further I think these check controlled objectives really + are the same as code controlled, I would just need some other kind of code + to be doing the actual checking. + +Next Steps; +- Create looping event type(s) + Loop Event + Allow go to Event can go back to parent and re-start it + Restart Event +- Create an ever-present event type + This is an event type that will process "constantly" (realistically I think + this is an event type called "AutoStartEvent", with options to loop) +- Create more conditions for checking if player(s) have items, take items, and + more. + + + +COOKING +Next I need to create some events to send you to a cooking mini-game. Cooking +mini games will just be a different kind of game scene that can't be exited. + +