Quest System
Posted: Tue Jun 21, 2016 2:17 am
I want to do this sooner than later, because a good quest system will help bring interest to the game and keep the 'Lore' of things going. Right now I believe even if we do revamp to a proper mapping, without a quest system to help move along and make you feel like you are apart of the storyline, it will be for moot.
I have two systems in mind, both using the scripting system only:
1. WoW/NWN style. You click the NPC to talk to him, it opens up a dialog window. You 'chat' with him replying a few times, then after you'd accept or deny the quest (Maybe more then one accept answer to do something else.) You do the quest, some mobs along the line could also have dialog chat if needed (but most I'd think should just be said as in game chat) and complete the quest back at the NPC. This method can store quests in a 'quest book'.
2. ROK-ish style. Very simplistic quest system. You look over the NPC, he talks in game chat about his quest. You run around to do the quest (The quests can still involve scripting so they can be unique), and complete it back at the NPC. It's rather hard to store in a quest book as all quests are technically 'active', but you can show completed quests just fine.
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I like 1. more but people might feel its too complicated for a MUD based game.
For the quests, there could be daily, weekly, and one time quests. We can also have party quests, though for 1. everyone will require the quest to get rewards.
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Rewards. Typically gold, but some sort of item reward might be nice too.
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I think this will add a healthy amount of ambient NPC and quest NPC and builders will think more about it too. What do people think? What am I missing? etc.
I have two systems in mind, both using the scripting system only:
1. WoW/NWN style. You click the NPC to talk to him, it opens up a dialog window. You 'chat' with him replying a few times, then after you'd accept or deny the quest (Maybe more then one accept answer to do something else.) You do the quest, some mobs along the line could also have dialog chat if needed (but most I'd think should just be said as in game chat) and complete the quest back at the NPC. This method can store quests in a 'quest book'.
2. ROK-ish style. Very simplistic quest system. You look over the NPC, he talks in game chat about his quest. You run around to do the quest (The quests can still involve scripting so they can be unique), and complete it back at the NPC. It's rather hard to store in a quest book as all quests are technically 'active', but you can show completed quests just fine.
---
I like 1. more but people might feel its too complicated for a MUD based game.
For the quests, there could be daily, weekly, and one time quests. We can also have party quests, though for 1. everyone will require the quest to get rewards.
---
Rewards. Typically gold, but some sort of item reward might be nice too.
---
I think this will add a healthy amount of ambient NPC and quest NPC and builders will think more about it too. What do people think? What am I missing? etc.