Open theeneon opened 2 months ago
Proposal for Quest System Enhancements
I would like to work on the following enhancements to the quest system over the next few weeks. Before proceeding, I want to confirm if this direction aligns with the team’s vision and ensure no one is already working on it. Below is a detailed breakdown of the proposed changes:
Objective: Introduce a dialogue system to improve interaction depth and allow for dynamic quest progression. • Implementation Plan: • Add a new inDialogue state to track dialogue status. • Modify the user data schema to include a dialogueID. • Create an activeDialogues schema to manage all active dialogues. • Dialogues will mimic battle logic: • Users are sent into a dialogue session identified by dialogueID. • Dialogues will have multiple outcomes (e.g., answering Yes/No questions). • Future Flexibility: • Introduce variable quest rewards based on dialogue choices (e.g., different rewards depending on the answers to specific questions).
Objective: Enable multi-stage quest chains where the completion of one quest unlocks the next. • Implementation Plan: • Allow quests to be assigned as rewards for completing other quests. • Example: • Quest 1 completion triggers the addition of Quest 2 to the user’s account. • Prevent users from obtaining Quest 2 through other means (e.g., locations like Wake Island). • Future Flexibility: • Dynamic linking based on dialogue choices (e.g., specific quest branches depending on user input).
Objective: Enhance quest variety with repeatable and time-limited quests. • Implementation Plan: • Introduce support for: • Repeatable quests. • Quests with release dates and expiration dates. • Priority: These changes are categorized as quality-of-life improvements and will be implemented after core functional updates.
Objective: Create a robust system for managing items associated with quests. • Implementation Plan: • Investigate the current inventory and item handling systems. • Propose a quest inventory linked to specific quests. • Automatically delete inventory items when the associated quest is completed or deleted. • Further refinement will depend on a deeper analysis of the existing codebase.
Objective: Adapt the existing quest CMS to support the new features. • Implementation Plan: • Modify the CMS to accommodate dialogue logic and linked quest chains. • This update will likely be developed in parallel with the dialogue system to ensure seamless integration.
Next Steps
1. Confirmation: Please confirm if:
• No one else is already working on these features.
• The proposed direction aligns with the broader roadmap.
2. Feedback: Let me know if there are adjustments or other considerations I should incorporate.
This plan breaks down the implementation into clear stages, balancing functionality improvements with long-term flexibility. I look forward to your feedback!
[ ] Consecutive Quest/Quest Linking: This is basically a feature where a player has to complete a quest before they are able to unlock a next quest. In the quest creation there will be a field call prerequisite and we can select the quest that needs to be completed before they can take this quest.
[ ] Quest only Inventory where all event Items are stored.
[ ] A toggle to mark an Event Item so that it doesn't take up an inventory slot
[ ] Repeatable Quest, An option to set how many times a player can retake a quest after failing. An option for the quest to show up again after the player completes it after a set amount of time(bi-weekly, monthly, weekly) An option to set how many times a player can complete a quest again after completing it.
[ ] Quest Release Date and Ending. The timer doesn't work, would like a timer where we can set when this quest shows up publically and when it goes away. Show the item's timer so people are aware when it goes away.
[ ] Expring Items: The ability to set when an item will leave the store, two weeks, one month, 3 months. When the timer hits the item is automatically hidden
[ ] In Quest creation, Quest and Events will be separate at Wake Island. Events will show up in the Festival Buildings, Quest will show up in the administration building
[ ] Dialogs are created elsewhere, On the quest objective section we select Dialogs as an objective and a drop-down to select the dialog folder and then the scene that is created with the ability to set sector and coordinates to trigger this Dialog.
In The Quest creator When the dialog objective is selected, you can tag multiple scenes from the same dialog Folder.
In the Dialog Editor, you will be asked to create a Dialog Folder Inside of the Dialog folder, you're asked to create scenes.
1 Background Image 3 characters Conversations(Name of Person talking, Text) Music 3 Responses Responses will have actions,
These Actions are:
[ ] Quest Failed(The ability for a player to fail a quest and only try again or not again depending on what was added into the quest creation)
[ ] Collect Item,Jutsu, Bloodline
[ ] Complete Objective(So we can use Quest Dialogs as like Quizs)
[ ] Complete Quest
[ ] Start Battle
[ ] Abandon Quest
[ ] Quest Arc: The ability for the player to pick a certain quest but when they pick this Quest they are unable to take the other version. So Player takes Quest A and then they are offered the chance in the story to follow path a or path b. If they select path a(Which will be a quest that was already made) they are unable to do path B. These are not shown up at Wake Island but they can only be taken through the ongoing main quest(Quest A)
[ ] Go to Next Scene
[ ] Unlock Feature
[ ] When a feature is unlocked it locks out another feature???(Only needed for the future)
The background will take over the scene, this can probably be done in a pop up similar to the level up pop up that we get. Characters will then show left or right or in some cases both left and right or all 3 in the center. I think we have have upload sections for each or decide where each character is placed after uploading the image? Css for the animations? Writing text effect?
Examples of how to display it:
### New Quest Objectives: