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#ActualBaneTrapper

Posted 05 December 2012 - 06:00 PM

BALLZ TO IT... my mozila crash after like 30 min of writing a post and gathering info... am gonna rush it now :(

For example, In my game i have health, enemy, attacks. So I'd like to maybe have an npc to give a quest like so:
Go kill 10 wolfs, rewards a rusty sword. And when you've killed 10 wolfs you get the reward. Or collect 10 apples, when you have them you get the reward.

Well nick, you should slow down a bit if your trying to make a "my little game.". You need here battle system, NPC events, inventory, harvesting...
For battle system(try simple, 1attacks, 2attacks, repeat until victory or lose)
NPC events : Quests(try just making basic collision, if you come close to "Quest unit" add quest), Rewards(Again, come close to npc and get reward instantly no UI)
Inventory (inventory system or somehow to manage the "rusty sword" you want to give(should go slow and try maybe add 5+ to attack points instead of items at first)
Harvesting(I refer to the apple collection, Again simple and easy, you walk near apple and you collected it, no fancy stuff for now)

Its good to have ambitions, and if your struggling try to just mash this code together so it performs what you envisioned.

give me some links to tutorials or something of that nature.

I bean true so many tutorials, but i never done unity. Hope someone will assist you better.
Good luck!

I would probably create quests as a hidden inventory object that is effectively a container of prerequisites, requirements, rewards, etc. This would provide an easy solution for saving your quest state, as they would effectively be saved using the same mechanisms you save your inventory state already.

Depends on what he makes for an inventory system, and implementing quests intro items... its easier just making a quest system with minimal UI.
Its doable but consider it a bad practice.

#4BaneTrapper

Posted 05 December 2012 - 05:59 PM

BALLZ TO IT... my mozila crash after like 30 min of writing a post and gathering info... am gonna rush it now :(

For example, In my game i have health, enemy, attacks. So I'd like to maybe have an npc to give a quest like so:
Go kill 10 wolfs, rewards a rusty sword. And when you've killed 10 wolfs you get the reward. Or collect 10 apples, when you have them you get the reward.

Well nick, you should slow down a bit if your trying to make a "my little game.". You need here battle system, NPC events, inventory, harvesting...
For battle system(try simple, 1attacks, 2attacks, repeat until victory or lose)
NPC events : Quests(try just making basic collision, if you come close to "Quest unit" add quest), Rewards(Again, come close to npc and get reward instantly no UI)
Inventory (inventory system or somehow to manage the "rusty sword" you want to give(should go slow and try maybe add 5+ to attack points instead of items at first)
Harvesting(I refer to the apple collection, Again simple and easy, you walk near apple you collected it no fancy stuff for now)

Its good to have ambitions, and if your struggling try to just mash this code together so it performs what you envisioned.

give me some links to tutorials or something of that nature.

I bean true so many tutorials, but i never done unity. Hope someone will assist you better.
Good luck!

I would probably create quests as a hidden inventory object that is effectively a container of prerequisites, requirements, rewards, etc. This would provide an easy solution for saving your quest state, as they would effectively be saved using the same mechanisms you save your inventory state already.

Depends on what he makes for an inventory system, and implementing quests intro items... its easier just making a quest system with minimal UI.
Its doable but consider it a bad practice.

#3BaneTrapper

Posted 05 December 2012 - 05:57 PM

BALLZ TO IT... my mozila crash after like 30 min of writing a post and gathering info... am gonna rush it now :(

For example, In my game i have health, enemy, attacks. So I'd like to maybe have an npc to give a quest like so:
Go kill 10 wolfs, rewards a rusty sword. And when you've killed 10 wolfs you get the reward. Or collect 10 apples, when you have them you get the reward.

Well nick, you should slow down a bit if your trying to make a "my little game.". You need here battle system, NPC events, inventory, harvesting...
For battle system(try simple, 1attacks, 2attacks, repeat until victory or lose)
NPC events : Quests(try just making basic collision, if you come close to "Quest unit" add quest), Rewards(Again, come close to npc and get reward instantly no UI)
Inventory (inventory system or somehow to manage the "rusty sword" you want to give(should go slow and try maybe add 5+ to hit points instead of items at first)
Harvesting(I refer to the apple collection, Again simple and easy, you walk near apple you collected it no fancy stuff for now)

Its good to have ambitions, and if your struggling try to just mash this code together so it performs what you envisioned.

give me some links to tutorials or something of that nature.

I bean true so many tutorials, but i never done unity. Hope someone will assist you better.
Good luck!

I would probably create quests as a hidden inventory object that is effectively a container of prerequisites, requirements, rewards, etc. This would provide an easy solution for saving your quest state, as they would effectively be saved using the same mechanisms you save your inventory state already.

Depends on what he makes for an inventory system, and implementing quests intro items... its easier just making a quest system with minimal UI.
Its doable but consider it a bad practice.

#2BaneTrapper

Posted 05 December 2012 - 05:57 PM

BALLZ TO IT... my mozila crash after like 30 min of writing a post and gathering info... am gonna rush it now :(

For example, In my game i have health, enemy, attacks. So I'd like to maybe have an npc to give a quest like so:
Go kill 10 wolfs, rewards a rusty sword. And when you've killed 10 wolfs you get the reward. Or collect 10 apples, when you have them you get the reward.

Well nick, you should slow down a bit if your trying to make a "my little game.". You need here battle system, NPC events, inventory, harvesting...
For battle system(try simple, 1attacks, 2attacks, repeat)
NPC events : Quests(try just making basic collision, if you come close to "Quest unit" add quest), Rewards(Again, come close to npc and get reward instantly no UI)
Inventory (inventory system or somehow to manage the "rusty sword" you want to give(should go slow and try maybe add 5+ to hit points instead of items at first)
Harvesting(I refer to the apple collection, Again simple and easy, you walk near apple you collected it no fancy stuff for now)

Its good to have ambitions, and if your struggling try to just mash this code together so it performs what you envisioned.

give me some links to tutorials or something of that nature.

I bean true so many tutorials, but i never done unity. Hope someone will assist you better.
Good luck!

I would probably create quests as a hidden inventory object that is effectively a container of prerequisites, requirements, rewards, etc. This would provide an easy solution for saving your quest state, as they would effectively be saved using the same mechanisms you save your inventory state already.

Depends on what he makes for an inventory system, and implementing quests intro items... its easier just making a quest system with minimal UI.
Its doable but consider it a bad practice.

#1BaneTrapper

Posted 05 December 2012 - 05:56 PM

BALLZ TO IT... my mozila crash after like 30 min of writing a post and gathering info...

For example, In my game i have health, enemy, attacks. So I'd like to maybe have an npc to give a quest like so:
Go kill 10 wolfs, rewards a rusty sword. And when you've killed 10 wolfs you get the reward. Or collect 10 apples, when you have them you get the reward.

Well nick, you should slow down a bit if your trying to make a "my little game.". You need here battle system, NPC events, inventory, harvesting...
For battle system(try simple, 1attacks, 2attacks, repeat)
NPC events : Quests(try just making basic collision, if you come close to "Quest unit" add quest), Rewards(Again, come close to npc and get reward instantly no UI)
Inventory (inventory system or somehow to manage the "rusty sword" you want to give(should go slow and try maybe add 5+ to hit points instead of items at first)
Harvesting(I refer to the apple collection, Again simple and easy, you walk near apple you collected it no fancy stuff for now)

Its good to have ambitions, and if your struggling try to just mash this code together so it performs what you envisioned.

give me some links to tutorials or something of that nature.

I bean true so many tutorials, but i never done unity. Hope someone will assist you better.
Good luck!

I would probably create quests as a hidden inventory object that is effectively a container of prerequisites, requirements, rewards, etc. This would provide an easy solution for saving your quest state, as they would effectively be saved using the same mechanisms you save your inventory state already.

Depends on what he makes for an inventory system, and implementing quests intro items... its easier just making a quest system with minimal UI.
Its doable but consider it a bad practice.

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