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Questing with multiple outcomes (A Morality choice)

Posted: Tue Feb 04, 2020 7:11 am
by IICookieGII
Hi,

I have started to integrate QM into my project and so far so good.

One (most likely simple) question I have is; Can I build a quest where the player has two choices on how to complete it. i.e. player speaks to quest giver, player accepts the quest to kill 5 enemies. However, if the player chooses to simply scare away the enemies instead of killing he still completes the quest with essentially the same outcome (enemies are now removed /dispersed from an area)?

A morality system is what I am trying to implement. Kill enemies = negative morality. Scare away enemies = positive morality.

Is this possible with Quest Machine? Or something similar that I can build upon?

Thanks in advance,

Cookie

Re: Questing with multiple outcomes (A Morality choice)

Posted: Tue Feb 04, 2020 9:06 am
by Tony Li
Hi Cookie,

Sure! It might look like this:

moralityQuest.png
moralityQuest.png (28.93 KiB) Viewed 451 times

When the quest starts, the "Kill 5 Enemies" and "Scare Enemies" nodes will both become active.

The "Kill 5 Enemies" node could have a condition that checks a kill counter, and "Scare Enemies" could have some other condition, such as a message from Quest Machine's message system that the enemies have been scare away (or even another counter that tracks how enemies have been scared away).

The "Either Above" node has a condition that either parent node has become true (i.e., their conditions have been met).

Re: Questing with multiple outcomes (A Morality choice)

Posted: Tue Feb 04, 2020 10:20 am
by IICookieGII
This is excellent! Again, thank you and like many have said before... Fast,Brilliant service! Btw, I just purchased Dialogue Manager today.

Wanted the full suite of tools to complement my project.

Thanks again,

Cookie

Re: Questing with multiple outcomes (A Morality choice)

Posted: Tue Feb 04, 2020 12:02 pm
by Tony Li
Thanks for buying the Dialogue System! If you have questions about setting up the integration, just let me know.