Quest Machine Tutorials: Dialogue System Integration, Procedural Quests
Posted: Mon Nov 19, 2018 4:57 pm
by Tony Li
Tutorial 5: Procedural Quest Generation
Tutorial 6: Dialogue System Integration
Re: Quest Machine Tutorials: Dialogue System Integration, Procedural Quests
Posted: Tue Nov 20, 2018 6:33 am
by GorkaGames
Great work,
With Procedural quests:
1. the quest giver can have also the UI (with exclamation icon for example) letting the player know that there are quest available for him? (as in manual quests)
2. with manual quests I activate the beacon / compass icon, sending a message to a game Object with a listener, when some quest has been accepted, so the icon (compass) can be activated and the player knows where to go. Is that possible also with procedural quests? How can we send / receive messages so we can custom the experience?
Thanks,
Re: Quest Machine Tutorials: Dialogue System Integration, Procedural Quests
Posted: Tue Nov 20, 2018 9:45 am
by Tony Li
GorkaGames wrote: ↑Tue Nov 20, 2018 6:33 amWith Procedural quests:
1. the quest giver can have also the UI (with exclamation icon for example) letting the player know that there are quest available for him? (as in manual quests)
Yes. If you play Quest Machine's Demo scene, the Knight only generates procedural quests. His indicator UI still appears.
GorkaGames wrote: ↑Tue Nov 20, 2018 6:33 am2. with manual quests I activate the beacon / compass icon, sending a message to a game Object with a listener, when some quest has been accepted, so the icon (compass) can be activated and the player knows where to go. Is that possible also with procedural quests? How can we send / receive messages so we can custom the experience?
In the next version, I'll add messages that you can send when an action starts and completes.
Re: Quest Machine Tutorials: Dialogue System Integration, Procedural Quests
Posted: Tue Nov 20, 2018 9:58 am
by GorkaGames
Thanks,
If I want to start the dialogue by code with the procedural quests, whats the exact sentence?
For the manual ones I wrote on my script:
If the quest giver already has a quest, it works eactly like QuestGiver.StartDialogue(). Otherwise it may take a couple frames to generate a quest first.
Re: Quest Machine Tutorials: Dialogue System Integration, Procedural Quests
Posted: Tue Nov 20, 2018 10:47 am
by GorkaGames
Thanks, works great with this.
One question, I always get the message there is not any mission for the player so I'm doing something wrong.
Do we need to initialize a new DDBB for the procedural quests and assign to the quest manager? Thanks,
Re: Quest Machine Tutorials: Dialogue System Integration, Procedural Quests
Posted: Tue Nov 20, 2018 11:42 am
by Tony Li
Are you sure a quest is being generated? Are there any warnings in the Console window?
You can temporarily set Quest Machine's Debug Settings > Debug Quest Generator to log more details about the quest generation process.
When you get this message, inspect the NPC. Are there any quests in the Quest Giver's Quests list?
Side note: I just noticed an issue in the demo scene. I'm investigating right now to see if I broke one of the demo scene's asset files or if the last update has a bug in the code. I'll post back here soon.
Re: Quest Machine Tutorials: Dialogue System Integration, Procedural Quests
Posted: Tue Nov 20, 2018 12:55 pm
by Tony Li
It was a bug that affected actions whose effects put something in the player's inventory. It's fixed in this patch: