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    Quest Log.

    If this has been asked, redirect me. If not, answer.

    Quest Log.

    Use: Shows completed quests.

    Problem: How to do it and would I use variables?
    Screenshot Let's Plays


    #2
    Re: Quest Log.

    Dunno...ask Crythania. He did it successfully in RoL.

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      #3
      Re: Quest Log.

      IIRC, Cryth's "Quest Log" simply told you what to do next, and the game itself was linear. So that was a matter of one variable that could take 10 or 20 or so possible values. Easy enough (or 'slicker and snot,' as he might say).

      But if you have a bunch of different quests available at any given time, the implementation is going to be ugly. So what exactly do you have in mind here, Duel?


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        #4
        Re: Quest Log.

        A Quest Log that doesn't show which quests need to be completed but what ARE completed.
        Screenshot Let's Plays

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          #5
          Re: Quest Log.

          It also depends on how many quests you have in the game itself, such as side quests and mini games. If its not too many just delegate a shared variable to them so when its completed the variables value goes up one. Then whenever you go and look at your "quest log" or whatever the mcguffin you call it. Its a simple variable branch with message displays. In this instance however, your goning to get a synopsis of all the quests you've done up until this point. Hope it helped, if not, do what I do and stare at the event for a couple of hours on your TV. Then eventually decide its not worth the effort.

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            #6
            Re: Quest Log.

            You could use treasue items. After every mission you complete you get the item. Have the missions name and a brief description of what you had to accomplish.

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              #7
              Re: Quest Log.

              That works. My game's linear, too, unfortunately, but there are extras. I think you could put all the treasures all scrolls. Like Lausen said, have them set as different "pages" and each one tells you what you must do next. When you complete a mission, give them the next "Page" to the quest log.

              You could also do this and create a multiple choice mission. Let's say you decide to give the player 3options at the end of a mission. they choose, get the corresponding "page", and are teleported to an otherwise inaccessible area to do the next mission. Using events in the beginning to turn the others off, you can make it impossible to do the other missions.

              I'm sorry if I branched off too much. I hope it helps and wish you the best of luck on your game.
              Last edited by LunarWingCloud; 05-22-2008, 03:07 PM.

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                #8
                Re: Quest Log.

                I am using the "Scroll" system to show quests in progress and the different pages of the different characters' journals (in the form of Contracts and Journal pages). I think that it's a good system, if you can figure out the description text limit.
                Final Exams are not a good time to attempt to get back into a site. ^_^;

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                  #9
                  Re: Quest Log.

                  Originally posted by Lausen View Post
                  You could use treasue items. After every mission you complete you get the item. Have the missions name and a brief description of what you had to accomplish.
                  This is probably gonna be your best bet. I use this method and it works fine.

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                    #10
                    Re: Quest Log.

                    Thanks
                    Screenshot Let's Plays

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