# 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.