Recommendations for debbuging

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GorkaGames
Posts: 178
Joined: Fri Sep 21, 2018 8:38 pm

Recommendations for debbuging

Post by GorkaGames »

Hi,

Testing the manual quests can be a quite time consuming. Any idea / suggestions about how to do it better?
I can see the messages but... the nodes graph doesn't refresh in real time, does it? If I change in real time the graph states, do the quest change on my game in real time?

Thanks
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Tony Li
Posts: 22107
Joined: Thu Jul 18, 2013 1:27 pm

Re: Recommendations for debbuging

Post by Tony Li »

The node graph refreshes in runtime.

At design time, quests exist as asset files in your project. If you inspect a quest giver NPC at design time, the Quest Editor window will look like this:

Image

At runtime, the quest giver NPC instantiates a copy of the quest into memory. This way it can work with the quest, such as increasing quest counters and checking any auto-start conditions. At runtime, the NPC's Quest Editor window will look like this while it's waiting to give the quest to the player:

Image

When the player accepts the quest, the NPC removes its quest instance from its list (unless it's a repeatable quest). The player adds a copy of the quest instance to its journal. If you inspect the Player at runtime, it will look like this:

Image

Green nodes have been completed. Blue nodes are active.

This is probably related to your other question about messages, too.
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