Quest System is a persistent story telling and helpful game-play mechanic that can be used for tracking progression through the game.
Quest system will be a mix of deterministic, and flag/state based. Some things will determine that the quest has progressed, but they will simply update the internal state.
Quests are super global and always present
Quests can be in a "Not started", "Active", "inactive" or "finished" state
Not started is the default state, indicating that a quest should not even appear within the quest system
Active is a quest that has started and is actively being worked on, this can also be progressed
Inactive state is not fully realized, but would in theory be a quest that cannot be worked on right now, such as a quest that is in a town you cannot reach at the moment
Finished is a completed quest.
Quests are made up of quest tasks. Quest tasks are usually sequential but may be a tree, so you can decide how to proceed. I am not sure how I will communicate this to the player at this stage
Quests and Quest Tasks can have different types, not sure if this is an internal quest type or if this is communicated to the player
Fetching, basically go find an item
Talk, just go talk to someone
Kill, kill something
Cook, cook up something
Quest System is a persistent story telling and helpful game-play mechanic that can be used for tracking progression through the game.
Quest system will be a mix of deterministic, and flag/state based. Some things will determine that the quest has progressed, but they will simply update the internal state.
- [x] Quests are super global and always present
- [x] Quests can be in a "Not started", "Active", "inactive" or "finished" state
- [x] Not started is the default state, indicating that a quest should not even appear within the quest system
- [x] Active is a quest that has started and is actively being worked on, this can also be progressed
- [x] Inactive state is not fully realized, but would in theory be a quest that cannot be worked on right now, such as a quest that is in a town you cannot reach at the moment
- [x] Finished is a completed quest.
- [x] Quests are made up of quest tasks. Quest tasks are usually sequential but may be a tree, so you can decide how to proceed. I am not sure how I will communicate this to the player at this stage
- [ ] Quests and Quest Tasks can have different types, not sure if this is an internal quest type or if this is communicated to the player
- [ ] Fetching, basically go find an item
- [ ] Talk, just go talk to someone
- [ ] Kill, kill something
- [ ] Cook, cook up something
YourWishes
added this to the Vertical Slice milestone 2025-01-04 22:13:23 -06:00
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Quest System is a persistent story telling and helpful game-play mechanic that can be used for tracking progression through the game.
Quest system will be a mix of deterministic, and flag/state based. Some things will determine that the quest has progressed, but they will simply update the internal state.