Notes!
This commit is contained in:
		
							
								
								
									
										56
									
								
								NOTES.md
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										56
									
								
								NOTES.md
									
									
									
									
									
										Normal file
									
								
							@@ -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.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
		Reference in New Issue
	
	Block a user