Priority of generated quests
Posted: Sat Mar 28, 2020 8:26 pm
Hi Tony (and others)
I have a question regarding procedural quests. In my game, I plan on creating hand-written quests which are offered sequentially to the player. The first such quest is automatically assigned to the player (I hope to add a preference setting for that as well as perhaps a chooser to allow the player to pick a 'training' quest from a list). Anyway, while the hand-written quests are running, I want the procedural generator to create quests which are offered to the player, and they may involve the same NPCs as are part of the hand-written quests. There are also Dialogue System conversations in this brew.
What I'd like to happen is this. If an NPC has Dialogue associated with a hand-written quest, but the generator creates or assigns additional dialogue to that NPC, I want the procedural dialogue to take precedence. What's the best (or a good) way to design this?
Additional detail: I'm using custom code to add behavior components to NPCs when a hand-written quest is activated or changes states. These components modify the NPC's AI behavior (e.g. from patrolling waypoints to seeking the PC), and they are also responsible for attaching Dialogue System trigger components that in turn activate conversations that are part of that quest. I might be going about this the wrong way...
I'm sorry if this has been asked before; I couldn't find a topic that addressed this question.
thanks!
I have a question regarding procedural quests. In my game, I plan on creating hand-written quests which are offered sequentially to the player. The first such quest is automatically assigned to the player (I hope to add a preference setting for that as well as perhaps a chooser to allow the player to pick a 'training' quest from a list). Anyway, while the hand-written quests are running, I want the procedural generator to create quests which are offered to the player, and they may involve the same NPCs as are part of the hand-written quests. There are also Dialogue System conversations in this brew.
What I'd like to happen is this. If an NPC has Dialogue associated with a hand-written quest, but the generator creates or assigns additional dialogue to that NPC, I want the procedural dialogue to take precedence. What's the best (or a good) way to design this?
Additional detail: I'm using custom code to add behavior components to NPCs when a hand-written quest is activated or changes states. These components modify the NPC's AI behavior (e.g. from patrolling waypoints to seeking the PC), and they are also responsible for attaching Dialogue System trigger components that in turn activate conversations that are part of that quest. I might be going about this the wrong way...
I'm sorry if this has been asked before; I couldn't find a topic that addressed this question.
thanks!