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Posted 05 December 2012 - 12:53 PM
Posted 05 December 2012 - 05:44 PM
Posted 05 December 2012 - 05:56 PM
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 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.
I bean true so many tutorials, but i never done unity. Hope someone will assist you better.
give me some links to tutorials or something of that nature.
Depends on what he makes for an inventory system, and implementing quests intro items... its easier just making a quest system with minimal UI.
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.
Edited by BaneTrapper, 05 December 2012 - 06:00 PM.
The Wanderer - Lost in time:
Posted 05 December 2012 - 06:17 PM
Posted 06 December 2012 - 02:05 AM
Edited by Khatharr, 06 December 2012 - 02:06 AM.
Posted 06 December 2012 - 11:55 AM
Maybe with unity its good to implement quests intro items. At the end it all depends how you structure the game, and how the inventory is designed.
It's not bad practice at all. It's a common practice in modern games. It's not the only way to do it, but I would suggest it that way because it doesn't require a completely new system to the existing inventory system, which such a game will require anyways. If you have some concrete reason to call it bad practice please share, but this would not be considered a bad solution in any of the industry jobs I've worked, and it's pretty ideal for the simplistic needs of a hobby developer.
The Wanderer - Lost in time:
Posted 07 December 2012 - 12:34 AM
Posted 07 December 2012 - 03:16 AM
Posted 07 December 2012 - 08:38 AM
I'll toss out some ideas on how I might approach the problem and hope that helps.
- 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.
- I would consider treating quests as an inventory item of sorts, that you can simply equip an NPC with in order to make them a quest giver. Talking to NPCs would check all the quests in their inventory to see if your character currently meets the 'prerequisites' in order to be offered the quest(good enough faction, high enough level, etc).
- In accepting a quest, I would transfer the quest object to the players inventory and remove it from the NPCs.
- From the players inventory it can be referenced again to access whatever requirements it has to complete, maybe even what the reward is too.
- Maybe quest items in the players inventory receive notifications when the player kills enemies, picks up items, etc, so that if the enemy killed, item picked up, person talked to, etc is a requirement of the quest, it can increment its internal counter to 'check off' an element of the requirements.
- When completing a quest I would probably maintain it in the inventory as a shell object as the indicator of quest completeness, and it would also be available for other elements of the game to query and provide quests that are 'smart' to quests you've already done, or dialog choices to reflect the previous deeds of the character, etc.
Edited by Iceblitz, 07 December 2012 - 05:26 PM.