[MUD-Dev] Questing Systems

Chris Gray cg at ami-cg.GraySage.Edmonton.AB.CA
Sat Jul 22 22:35:42 New Zealand Standard Time 2000

> From: "Ben" <bjchambers at phoenixdsl.com>

>     One way I thought of doing this was to use flags.  For example a mud
> would for instance have flags 1 to 255.  If the quest was simply to go here
> and kill this then when I entered the given room I might get flag 1.  Then
> when I killed that it would check to see if flag 1 was true, if it was I
> would have completed the quest.  Now obviously there would have to be many
> triggers etc... for this to work, but does anybody have ideas for a better
> questing system.

My MUD is highly softcoded (like LP's), so I took a more procedural
approach to quests. Also, my db system is quite different from others, so
what works for me may not work for others.

Currently, I have 3 basic kinds of quests:

    - "bring me" - bring some object to Questor.
	(the object can be generic, or customized to the character. E.g.
	 one is to bring a photograph of your "whatzit", where free
	 online construction must be used to build a personal whatzit)
    - "tell me" - find a magic word and speak it to Questor.
	the only use of this so far is with word that is pseudo-randomly
	created for the character, so that telling your word to some other
	character doesn't work
    - "direct solve". Here, I have a direct entry point in my scenario
	code that registers a quest solution. Thus, the softcode for the
	quest can use any technique it wishes to mark the completion of
	the quest.

So far, I don't have any "kill X" quests, although you have to get past
my most powerful NPC in order to solve one of the quests. These types of
quests pretty much have to be custom coded, but I think the results are
more satisfying.

Don't design inefficiency in - it'll happen in the implementation.

Chris Gray     cg at ami-cg.GraySage.Edmonton.AB.CA

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