We have a hobo in the park who can request that you find his "ex-wife's attorney bills".
We should make another 3-4 quest givers and give each one 2 or 3 items they want.
add a res://scenes/Quests/NPC_QuestGiver.tscn
onto res://scenes/City/2D_WorldMap/2DCItyMap.tscn
in the QuestGivers Node2D.
Give the QuestGiver a couple more res://scenes/Items/collectables/2D/Paper2DPickup.tscn
in their PotentialRequiredItems node
Quests are basically the same as locked doors. The quest giver spawns a key (paper collectible) with a name, then adds the name to their list of requirements. If the player returns with item name in inventory, they've completed the quest.
(There's no specific quest rewards yet, we can add those later. Or just let the narrative be the reward. We're supposed to be solving an old case, so we should be looking for clues and dialogue opportunities.)
We have a hobo in the park who can request that you find his "ex-wife's attorney bills". We should make another 3-4 quest givers and give each one 2 or 3 items they want.
add a res://scenes/Quests/NPC_QuestGiver.tscn
onto res://scenes/City/2D_WorldMap/2DCItyMap.tscn
in the QuestGivers Node2D.
Give the QuestGiver a couple more res://scenes/Items/collectables/2D/Paper2DPickup.tscn
in their PotentialRequiredItems node
Quests are basically the same as locked doors. The quest giver spawns a key (paper collectible) with a name, then adds the name to their list of requirements. If the player returns with item name in inventory, they've completed the quest.
(There's no specific quest rewards yet, we can add those later. Or just let the narrative be the reward. We're supposed to be solving an old case, so we should be looking for clues and dialogue opportunities.)