Draft: MVP quest-system to build upon
TODO
Client/Server:
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Persist Quest-NPCs (make sure they can't be killed by others? Quest NPCs only in safezones inside towns?! Can they be pushed out of these zones for griefing?!) -
Memory system to avoid players being able to do the same quests over and over again -
NPCs handing out the same quest to multiple players AND giving everyone the same reward (until they are out of rewards in their inventory?)
-----More Stuff here------
Questtypes:
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Fetch -
Escort (NPCs wandering between sites, fails if the NPC dies) -
Rewards: Gold/Food/Temporary Pets
-----UI:----------------------
New "quest_dialog" Element
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Accept/Decline -
(Short) Quest explanation -
Conditions/Rewards -
"Quest finished" dialog "XY wants to give you [ ] [ ] (<slots) as a sign of their gratitude" -
Quests can only be finished if rewards were safely put into the player's inventory -
"Quest failed" message and deletion from the quest list if the quest NPC dies
"Quests" part of the map
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List quests with rewards, name and location of the NPC -
Add a way to dismiss quests (and make quest NPCs stop following you around on escort quests!)
Overhead
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Indicate NPCs with available quests with a white, "jumping" speech bubble -
accepted but not yet fulfilled: Grey bubble -
Finished quests: golden speechbubble symbol
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By opening this merge request, you agree to release your code and all other changes under the GPL 3 license and to abide by the terms set by this license. -
Migrations have been added if applicable -
Significant changes of this merge request have been added to the changelog.
Edited by Monty Marz