![]() ![]() I still have a lot to do here, but have made a start on the first case – adding an item directly to player inventory. Different quest conditions will also trigger based on whether player is carrying a certain item or not. They might added directly to your inventory, placed in a dungeon, or used as a permanent reward. There’s a few different ways Daggerfall uses Item resources in quests. I wanted to take a short break from NPCs and moved onto items briefly. Here’s Gothryd at the end of his journey. When the player visits the target location, scene builders need to place Gothryd at that location. ![]() The quest system then generates a SiteLink between target Place and Person resources. In screenshot below, Gothryd has already left for the quest site. Once the new quest site is determined and Gothryd is reserved, scene builders will no longer deploy him at the usual home location – unless the quest specifies the atHome flag at time of NPC reservation. I tested this out using King Gothryd at first. ![]() When a named NPC is reserved by quest system, Daggerfall Unity handles all the book-keeping to move that NPC to the quest site. This has allowed me to start work on placing NPCs, items, and enemies as part of quests, and to support branching quest execution based on where player is in world. In the last post, I talked about using buildings as quest sites. If you follow me on Twitter, you’ve already seen most of this, although there’s a new video at the end you might enjoy. Here’s a quick diary of my progress since last post. I’ve been hard at work the last couple of weeks, finally making serious inroads into the real meat of the quest system. ![]()
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December 2022
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