EasyQuest is a solution to create quest with some need for coding, but in turn for that gives access to the source code and features a few things to make it worth it. It’s useful for RPG-like quest, or just mission objectives in something like a FPS. Updates for the system will be based on the communities suggestions, and will regularly come out when needed. Anything you want (or any bugs I missed), just tell me here and I’ll see what I can do! The system features:
Four Quest Types: Allows you to make 4 quest types (GoTo, Collect, Defeat, Move object to position), with more coming from suggestions!
Save and Load!: Quest are able to save and load, giving players the ability to quit without losing progress!
Multiple Objectives:One quest is able to have multiple objectives, combining any quest type you want.
Linking Quest: Ability to have story-like missions, where they have to go in order.
Multiple Quest: Have multiple quest in a list (Borderlands style) that can be activated later!
Example Scene: Includes a example, with different scripts you can use and take parts from.
Source code included!
NOTE: This asset needs some coding experience to make a script based off of the ‘QuestGiver’ script I provide to make the questgiver do what you want it to do.
Hey all, EasyQuest has been accepted on the asset store! Expect a video on usage soon. Even then there is a manual and a small update also coming soon that has comments on almost everything so you know what each part of the scripts do what (variables also have easy renegotiable names in the current build for this). Thanks to anyone that plans to buy it, and I really want to know what people would want out of a solution like this.
Alright, small update. Just submitted version 1.1 which makes sure most scripts are commented on so you know what part of each function does, and fixes move object to position quest so that they actually work. Expect it to come in a few days.
Alright, cleaning up a few things today before I send it off to the asset store. You can expect:
Example for new UI system
Progression ID, so that you can have side quest that progress in their own line
Controller support example for new UI and legacy UI
Small changes and fixes.
(For Legacy/new UI I would recommend replacing it’s scripting to work with InControl, so that it works with
multiple controllers).
Anything else you guys would like to see?
Alright, the update has been submitted. In this update I have also made Quest work in webplayer, so it should be working on all platforms now (haven’t tested them all, but I cover both methods of saving).
This looks like a good base solution. I’ll be picking this up tonight and giving it a try. I’ll probably have a few suggestions for features and/or improvements as well.
Do you have a roadmap of future enhancements and a timeline?
Thanks, recently I’ve been working on updating it with a better example project to show off the types of quest that can be done (also adding a dialogue example), some changes to make variables more understandable, and a few bug fixes. I’m open to any suggestions you might have.
I got it up and running with the samples, but haven’t gotten deep into it yet. I definitely think the samples can be improved. There are some issues with the UI. One of them is partially off screen and with blurry text that is almost unreadable. Also, I didn’t see what the door was supposed to do. I assumed you would walk up to the door and it would take you to the next area, but that never happened.
One thing I would like to know is how to reset the samples so you can try them again. Once you complete the quest, the data is saved and you can no longer do it.
GameName and GameAbbreviation are defined on the “QuestSaver” script on the “QuestManager” game object.
For webplayer/webgl(?), it’ll save to playerprefs. I haven’t added any functionality to delete the information yet, but you currently can using http://docs.unity3d.com/ScriptReference/PlayerPrefs.DeleteAll.html
I’ve fixed the UI recently, and I’ll be making the samples much better/much clearer.
EDIT: Also, might want to check the docs in the OP instead of the one included with the asset atm, as I’m updating it to make more sense.
Alright, along with the new tutorial stuff, the next version will include:
-A new quest objective that makes you have to talk to the quest giver (or anyone you assign really) to finish the quest.
-Ability to delete quest save data from in the editor http://puu.sh/mOGFf.png
-Ability to have multiple quest for one quest giver http://puu.sh/mOGVX.png
The final feature I want to add is the ability to have quest only be able to done if certain objectives are done, but don’t know how exactly I would go implementing this, since different projects are going to handle how they store this stuff differently. Probably just end up putting that in a later update if I can’t figure it out. Expect this update by sometime next month.
So I was planning on finishing up the update and uploading it last weekend, but on Friday my desktop’s power supply died, so until I can replace it (probably gonna RMA it) I can’t finish the update. It’s still coming (hopefully) soon though.