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Add QUESTS To YOUR Game in 10 Minutes! | Godot Tutorial
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- Опубликовано: 18 авг 2024
- Quests are essential for game development, adding depth, immersion, and guiding players through their adventure. They provide a rewarding sense of achievement upon completion. In this tutorial, learn how to create a simple quest system using Godot. We'll show you step-by-step how to design engaging quests that you can easily expand and customize. Perfect for both beginners and experienced developers, this video will help you enhance your game's narrative and player experience.
0:00 Intro
0:39 Project Setup
1:44 Create Quest Manager Script
3:22 Create Quest Script
5:12 Add Quest Node to Scene
6:04 Implement Quest Into Scene
8:49 Final Result
If you liked the sprite sheet I used in this tutorial, you can find it here:
jamiebrownhill...
#gamedev #godot #gamedevelopment
I've been trying to find a tutorial like this for days and this one is so lovely, not too slow, not too fast, explains everything well, can be built upon super well, thank you so much!
Adding the little dialogic idea at the end is super appreciated too since that happens to be what i'm using lol
Awesome! Glad you found it useful!
Awesome as always! Good stuff.
Appreciate it! Thanks for watching!
Awesome! Loving your vids 😊
Glad you like them! Thanks for watching!!!
Good job with this one. One thing you may want to consider in the future, instead of using a class and inheritance, you may add more flexibility and easier editability with custom resources.
You would start with a autoload quest manager similar to what was done here. After that though, I think you'd want a few custom resources. A quest as an overarching resource. It would be made up of a quest giver (probably could be a single variable) then something like quest details (think title, description, maybe even quest giver dialogue), plus quest status to track where it is in your flow.
After that you could have a question condition resource with different types of options. You could even keep something like "beat X of monster_type" and have that monster type and int filled in in the resource or potentially use variables in the quest giver to provide those.
Finally a quest reward resource.
I believe you could use something like resource table to more easily edit all of this info and see it all together for easier editing. It may even be you don't need to separate these out as much like you may not need a quest reward resource to be separate. Just depends on how flexible of a system you need.
Great ideas! That could totally work! I guess in this case, the Quest Manager sets the shared data points for all quests, then the actual Quests class is where you'd be able to do things more specific to each type - like your quest resource. Was trying to go for something that was flexible enough to be able to use for any type of quest and easy to trigger with a dialogue system like dialogic or from a collider like in the example so not too much game logic would be inside the system itself.
Quests are so tough to generalize because every game will have such different requirements. I think as long as it stays fairly DRY there's not really a wrong way to go about it. I do like how in your example you suggest defining the different types of quest conditions as those could be stacked or mixed and matched to create more complex quest types without having to add new classes to the system each time. Thanks for sharing!!
Great video! Exactly what I want.
Glad it was helpful! Thanks for watching!
Great tutorial!
I appreciate that! Thanks for watching!
Awesome straight to the point tutorial as always.
For the UI elements maybe set get is better, so you don't run the labels each frame. Maybe another good video 😅
Fair enough. Ui wasn’t really the focus here but wouldn’t hurt to use them.
Yeah sorry, but last time it sparked the static typing video, so I thought giving you ideas might not be the worst 😅
For sure! I appreciate it! So far that video has outperformed the rest lol I’ve got some irl work to do first but def a great video idea!
The most important.