Questing backend


Author: Adam Stagg

For the questing system, we needed to implement a lot of backend systems for them to function. We needed some way to track enemies, items, dungeons, and crafting. To do this, I made a bunch of databases storing items based on different categories. These include IDs for the specific, as well as a Rank for grouped items. Multiple items may be in the same rank (think rarity)  however each item in the database has its own ID.


Upon receiving these quests, they are stored in the Game Instance of Unreal Engine to be stored throughout levels. In the future we will be able to monitor and update these upon completing requirements. The quest board will generate new quests on start, allow you to accept them and be stored in the global Game Instance class. The way the quests spawn is just by picking a random number and selecting a quest type based on that, and generate any specific details for the quest.

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