Search found 18 matches
- Wed Sep 04, 2019 1:20 pm
- Forum: Quest Machine
- Topic: Procedural quests - Requirements acting more like offer conditions?
- Replies: 3
- Views: 533
Re: Procedural quests - Requirements acting more like offer conditions?
Hi, Thank you for your reply. Yes I am fully aware that procedural isn't random, but procedural generation almost always uses some kind of randomness or more precisely pseudo-randomness otherwise it wouldn't have such a big use in content generation. Even in some AI implementation there is some kind...
- Wed Sep 04, 2019 10:48 am
- Forum: Quest Machine
- Topic: Procedural quests - Requirements acting more like offer conditions?
- Replies: 3
- Views: 533
Procedural quests - Requirements acting more like offer conditions?
Hello once again, I seem to be asking more questions here than most, and I am sorry about that. But when I was doing my prototypes for how the whole quests would work I ended up with no problems. But right now when I am doing the bulk of the quests in games I hit a dead wall in regards with the requ...
- Fri Aug 09, 2019 10:59 am
- Forum: Quest Machine
- Topic: Procedural generator - Generating more than one quest
- Replies: 9
- Views: 1321
Re: Procedural generator - Generating more than one quest
Yeah, I understand, I too thought sending you a project was the best way, but as I am going on a vacation the next week, I really wont have time to make it as a separate project. I just don't understand nothing else gets called numerous times for the same quest neither in the debug the setstate call...
- Fri Aug 09, 2019 10:14 am
- Forum: Quest Machine
- Topic: Procedural generator - Generating more than one quest
- Replies: 9
- Views: 1321
Re: Procedural generator - Generating more than one quest
Sorry, I should've been more clear, I am not talking about the message, I am talking about the stateChanged delegate on the Quest class. Knowing that there is another delegate for a quest node idk if the problem is that.
- Fri Aug 09, 2019 5:24 am
- Forum: Quest Machine
- Topic: Procedural generator - Generating more than one quest
- Replies: 9
- Views: 1321
Re: Procedural generator - Generating more than one quest
Hey, Yeah, I understand your reasoning, I just had a different idea. Anyways, after I made changes to my code, and added a code to generate max possible quests on button click(basically my game has no 2d/3d characters, all characters are buttons on a menu :D). And one big problem started showing up,...
- Wed Aug 07, 2019 4:27 pm
- Forum: Quest Machine
- Topic: Procedural generator - Generating more than one quest
- Replies: 9
- Views: 1321
Re: Procedural generator - Generating more than one quest
Thank you, that works.
Just a bit of feedback I think you can make it clearer, since I though the quest generation would periodically generate new quests based on the number of max quests. Just my two cents .
Just a bit of feedback I think you can make it clearer, since I though the quest generation would periodically generate new quests based on the number of max quests. Just my two cents .
- Wed Aug 07, 2019 12:52 pm
- Forum: Quest Machine
- Topic: Procedural generator - Generating more than one quest
- Replies: 9
- Views: 1321
Procedural generator - Generating more than one quest
Hello, As my project might've been a bit different(and maybe more complex) I finally set everything up and everything is working except for the procedural generator generating more than one quest. Now the main idea of my procedural quests are that you can undermine or help opposing or friendly facti...
- Thu Jun 13, 2019 11:05 am
- Forum: Quest Machine
- Topic: Procedural generation based on data and not presence?
- Replies: 21
- Views: 2595
Re: Procedural generation based on data and not presence?
Well yeah it's time consuming and you know being programmers and thinking you are doing the exact thing 50 times screams you are doing something wrong :lol: anyways it a good suggestion and though mundane it might prove to be generally a better solution than creating the instances of SO's. Anyways, ...
- Thu Jun 13, 2019 10:22 am
- Forum: Quest Machine
- Topic: Procedural generation based on data and not presence?
- Replies: 21
- Views: 2595
Re: Procedural generation based on data and not presence?
Regarding the more convenient way, what exactly do you mean by having a pool of entity/domain objects? Do you mean like creating duplicates at runtime from a base entity, or creating towntype1,towntype2...n in the inspector and then choosing them at random? As I see it the first idea might be proble...
- Thu Jun 13, 2019 6:13 am
- Forum: Quest Machine
- Topic: Procedural generation based on data and not presence?
- Replies: 21
- Views: 2595
Re: Procedural generation based on data and not presence?
Hey, As I am developing the quests system off and on sorry if it's hard for you to follow. But I am having problems right now and don't know whats the best way to approach them. Basically I have couple of towns procedurally generated(including the citizens living in them). And well let's say that th...