Questing Systems


Author: Adam Stagg

Now that we have a working questing backend, we need some way to tie these quests to all other aspects of the game. This could include killing enemies, collecting items, or finishing dungeons. To do this, there needs to be some kind communication between the different systems. For this, the quests are stored in the Game Instance. This is to ensure that quests persist through dungeons to hub world. The calculations for quests being completed directly reference this, and modify any relevant quests. 


Quests are stored via a struct which contains requirements, rewards, and completion goals. Because of this, we already know the rewards, so simply add them to the player's inventory when calling the CompleteQuest function.

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