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Changes between Version 27 and Version 28 of code/doc/Questsystem


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Timestamp:
Sep 15, 2010, 2:50:39 PM (14 years ago)
Author:
dafrick
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  • code/doc/Questsystem

    v27 v28  
    55
    66== Description ==
    7 This project aims at implementing a system capable of handling quests.
     7The Questsystem is a module that enhances Orxonox with Quests. Quests are objects that challenge the player that receives such an object to fulfill some specific task (e.g. Rescue a princess, fetch some rare metal alloy, destroy the evil pirates den, ...). Upon having fulfilled that task the player can be rewarded with some kind of reward. Quests can be hierarchically structured, meaning that to fulfill some Quest you first have to fulfill all (or some, depending on  the quest) sub-quests.
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    99== Status ==
     
    1616
    1717== More details ==
    18 The project essentially consists of the Quest entity which is the quest itself (and sub- or helper-entities, such as QuestHint (hints for quests) or QuestDescription (descriptions for quests and hints, to separate content from function)) and the QuestEffect and QuestListener entities which are the only tools for quests to have any influence on the game world. By enabling quests to have QuestEffects their are able to (for example) fail or complete other quests, activate hints give rewards or even add a quest to a player. QuestListeners on the other hand can be used by any object to react to a status change of a Quest.
    19 The QuestEffectBeacon is the physical entity which finally makes quests available for the player in the game, by being able to invoke a QuestEffect on a player (under some conditions).
     18The Questsystem essentially consists of the Quest entity which is the quest itself (and sub- or helper-entities, such as QuestHint (hints for quests) or QuestDescription (descriptions for quests and hints, to separate content from function)), the QuestEffect and QuestListener entities which are the only tools for quests to have any influence on the game world. By enabling quests to have QuestEffects they are able to (for example) fail or complete other quests, activate hints give rewards or even add a Quest to a player. QuestListeners on the other hand can be used by any object to react to a status change of a Quest. The QuestEffectBeacon is the physical entity which finally makes quests available for the player in the game, by being able to invoke a QuestEffect on a player (under some conditions).
    2019
    2120== Creating Quests ==