Tutorial&Showcase: Questing System - Progression (Part 1)


Welcome to this week's devlog, slightly different from the usual, this will be a multi-series post as we work on the Questing System for the game!

One of the most important parts of an RPG is the story; most games progress this through a questing journal of sorts. Same as those, we are creating a quest system for our game. The first part of this that we worked on was the general setup as well as the rewards and requirements to progress a quest.

To simplify what has been made, when the player obtains a quest, they will have to perform whatever the quest details. Be it finding some item, solving a puzzle, talking to someone, killing an important enemy, etc. Once that is done, the game will inform the player of the progress they have made shown below:

The player picks up 2 mushrooms twice to progress the quest.

Now for a more technical explanation of what we made for those interested in possibly creating something similar.

This quest system was based on Brackey's video on a quest system which was then adapted for more complexity.  As in his video, we kept a few of the quest classes but instead added some extra bits. To avoid having to connect all the different requirements of a quest, such as tracking when an item is added to the inventory,  instead we combined it with our Event System that sends data to it notifications when these events happen and update quest progress if it matches the requirements.

A scriptable object holding all the quest data for a quest

As you can also see we use a unique identifier for our quests, this will be used in the future for pulling the quests by IDs rather than searching for the object itself. It can also be used for adding quests through a console for testing purposes.

From there on we have a QuestManager that is part of the player and will be handling all active quests on the player and seeing when to progress them, as you could see in the first gif it sends out another event to create an update when a quest is progressing with an animated text object.

That concludes the first part of our quest system, we hope you found some of this useful for possibly your own game. If you have any further questions, feel free to ask in the comments!

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Comments

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(+2)

I was never able to get past the two guys on the dock.

(+2)

You could perhaps try swapping weapons, it might also help to look at the Tutorial but some of it might be outdated. Locking on definitely helps as well! We're getting close to a really big update that should help with understanding the game better hopefully!