Quest Machine with no Player or NPCs
Posted: Mon Apr 26, 2021 10:21 am
Hi Quest Machine people!
My wife and I are creating a puzzle game where you're a hacker (in the same genre as Hacknet). We're strongly considering using Quest Machine to keep track of the player's progress through their hacking missions, as it looks like it's by far the best available quest system. However, in reading through the tutorials, it seems like Quest Machine makes a couple assumptions that don't fit our game, and we're wondering how much they matter.
For one thing, there's no "Player" object. You interact with an operating system to navigate between puzzles and read bits of story, and puzzles themselves are solved in a UI.
The other main thing is that there are no NPCs. Story quests will usually be automatically triggered by the completion of a previous quest, and side quests will be triggered by clicking on an unread email.
I'm aware that both of these things can be worked around (I assume we can just make an empty Player object to receive quests, and I know there are auto-triggering conditions for quests). However, given these things, I wanted to check if you thought that Quest Machine would still be a good fit for our game, or if we should go with something else.
EDIT: Just to note, my wife and I are both experienced programmers. We're excited about Quest Machine because it looks like it'll save us weeks of building our own custom quest system, and we're very comfortable hacking through the source and adding our own stuff, in case that changes anything.
My wife and I are creating a puzzle game where you're a hacker (in the same genre as Hacknet). We're strongly considering using Quest Machine to keep track of the player's progress through their hacking missions, as it looks like it's by far the best available quest system. However, in reading through the tutorials, it seems like Quest Machine makes a couple assumptions that don't fit our game, and we're wondering how much they matter.
For one thing, there's no "Player" object. You interact with an operating system to navigate between puzzles and read bits of story, and puzzles themselves are solved in a UI.
The other main thing is that there are no NPCs. Story quests will usually be automatically triggered by the completion of a previous quest, and side quests will be triggered by clicking on an unread email.
I'm aware that both of these things can be worked around (I assume we can just make an empty Player object to receive quests, and I know there are auto-triggering conditions for quests). However, given these things, I wanted to check if you thought that Quest Machine would still be a good fit for our game, or if we should go with something else.
EDIT: Just to note, my wife and I are both experienced programmers. We're excited about Quest Machine because it looks like it'll save us weeks of building our own custom quest system, and we're very comfortable hacking through the source and adding our own stuff, in case that changes anything.