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1
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1answer
59 views

Semi-procedural mission generation

I want to generate missions out of more or less predefined smaller chunks. Example mission structure: Mission type: Rescue Travel through forest Gather intel Choice: Sneak into castle (if it fails, ...
3
votes
1answer
101 views

PHP Quest System: Push or Polling?

I want to build a quest system in PHP. My idea so far was to create quests based on a class and write two functions for every quest: One is checking if its activated, the other will check the progress....
4
votes
2answers
277 views

Implementing Story and Quests in RPG

This question in very similar to this question, however I am still confused about how one would implement a story and quests in a finite state automaton RPG. This is my first game that I am making (...
4
votes
2answers
275 views

Quest and NPC System Design

I am developing a quest system for a game and am looking for the most abstract way to go about connecting the system to the NPC conversation system. This isn't much of a question about the code to do ...
3
votes
1answer
343 views

Branching quest system

I've started working in a quest system for my game, but I stumble in a zone where I have to many, if/else conditions to handle a quest, whether you have X and Y item in your inventory, whether you ...
0
votes
2answers
204 views

Format for storing quest data

Are there any format for storing quest data that can be processed independently by third-party tools? I don't want to code quests in code, because it will be hard to update and extend them, so I just ...
3
votes
4answers
910 views

Designing a scriptable questing system

I'm currently working on a scriptable questing system. As for scripting, I will probably use JavaScript, but I'd appreciate some help with the design of the system. My first attempt essentially ...
4
votes
1answer
663 views

How to structure complex global game state?

Assume you're working on an RPG like Fallout and you have all sorts of flags and variables tracking the state of the world. Stuff like: Talked to NPC X Opened chest Y Completed quest 1 Visited some ...
1
vote
2answers
139 views

Expiring timed actions a good idea?

We have an online game where players sometimes have to wait a while (say 30 minutes) before a process they intiated completes. This encourages them to come back later. An example of this is growing ...
1
vote
1answer
613 views

Scrolling Text in jMonkey

I am looking for a way to include scrolling text boxes in a jMonkey game. I have, of course, looked around online and could not find any examples or libraries that fit. My goal is to have "quests" ...
2
votes
2answers
661 views

jMonkey Quest Database

I am building a game in jMonkey (Java) and I have so far only used default quest text. But now I need to start populating a lot of quests with text. My design requires A LOT of quests texts. What is ...
5
votes
1answer
539 views

WoW lua: Getting quest attributes before the QUEST_DETAIL event

I'd like to determine the attributes of a quest (i.e., information provided by functions such as QuestIsDaily and IsQuestCompletable) before the player clicks on the quest detail. I'm trying to ...
13
votes
3answers
5k views

Tips for implementing MMO quest mechanics?

What tools, patterns, or best practices would you recommend to implement the quest mechanics given below listed requirements? I am talking about software architecture (how generic should you be) and ...
44
votes
13answers
5k views

Creating meaningful and engaging quests

Kill X number of monsters. Gather Y number of items (usually by killing X number of monsters). Deliver this NPC's package to this other NPC who is far far away. etc. Yeah. These quests are ...