Some much needed forethought on Quest Design

Pretty new to unity and game design in general so I’m sure this question is a pretty old one:

I’ve built my classes for quests, actors that can give quests, so on and so forth. But I’d like to prevent hard coding quests and quest lines to each actor. I’d prefer to be able to give a quest ID and link it to a type of local database or table that’s easy to index. The most experience I’ve had in databases is dealing with an external SQL table which is obviously not ideal in a single player RPG. This same problem comes to mind when thinking of gear.

My other options I see are XML tables but I wanted to see if there were any easier alternatives available.

Thank you in advanced

for me its unfortunately not obvious. whats wrong with a database solution? other options would be binary storage which i prefer over xml. or you could inherit from scriptable object and let unity do the serialization for you. there’s also a json plugin in the asset store as well as some database solutions.

Jacob Pennock wrote a good tutorial on using ScriptableObjects in this manner: http://www.jacobpennock.com/Blog/?p=670

His tutorial deals with dialogue, but quests would be very similar.