I actually bought the "quest machine" asset specifically because of the procedurally generated quest feature, but when I looked at the tutorial, it seems the feature can only be used if the domain and apposing faction entities are in the same scene as the quest giver.
Both the tutorials I saw were all set up in one scene...
Maybe I'm missing something, but it seems to require the quest giver to have to gain info about what's in the domain in real time, which means, if the desired domain you wanted the quest giver to check is in a different scene (as in, the quest giver is in a town scene, while the domain is in the separate overworld scene or a separate dungeon scene), then the quest giver won't have access to the info needed to generate a quest based on entities in domains in the other scenes...
Is there any other way for the quest giver to generate quests. Maybe based on global variables set while the player does things in the other scenes (from ork framework or internally)(as in, the player killed a world boss which set a global variable on death which will remain through scene changes and saved through play sessions and lets the quest giver in town know to no longer generate quests for that overworld boss until the global variable is changed back to indicating the world boss is alive again etc...) , or just completely random (not ideal but usable)??
Basically my game world is split up between multiple scenes and the quest giver is separated by scene changes from the info the tutorials says it needs to generate quests. Is there any way to make procedurally generated quest work in this situation?
Making the procedurally generated quest system work across multiple different scenes
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- Posts: 7
- Joined: Sun Oct 20, 2024 12:40 am
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- Posts: 7
- Joined: Sun Oct 20, 2024 12:40 am
Re: Making the procedurally generated quest system work across multiple different scenes
Hmmm I'll see what I can do with that...