Cataclysmanic / GO2022

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Review code for quest givers #119

Closed plexsoup closed 1 year ago

plexsoup commented 1 year ago

I'm sure it could be improved.

Why do some quest givers furnish a random location and others don't?

Is there a way they could have a few rounds of dialog instead of just one?

Can we make them spawn loot after receipt of their quest requirement item?

plexsoup commented 1 year ago

quest givers are only initialized by city_map.

But I prefer to have them in the building_maps.

So I need to relocate the initialize_questgivers() routine into BuildingTemplate.gd

plexsoup commented 1 year ago

Alternatively, remove the initialize function from the parent, have the quest givers wait a moment for all scenes/nodes to initialize, then they can ask the city_map for a random quest objective location.

plexsoup commented 1 year ago

I've modified quest givers so they can be instanced on maps without being deep duplicates. If we instance a generic quest giver, we need to add two child nodes, one called rewards and another called requirements. Inside those nodes there should be one or more Collectible Items (eg: MiscClue, PaperClue, TalkClue, MemoryClue, Bandage, CircumstantialClue)

Clues can serve as requirements or rewards. (QuestGivers are effectively the same as locked boxes, offering up more keys as rewards.)

A configuration warning is on the tool script, since we'll likely forget.

plexsoup commented 1 year ago

seems alright