Closed dorkster closed 10 years ago
Yeah we don't currently have an easy way of telling whether an NPC has a quest.
That's the first part of this puzzle. What can we add to NPC data and to the dialog parser's logic to set quest delivery states (quest available, quest accepted, quest ready for turn-in).
If necessary we can think deeper about campaign states and add specific Quests with unique IDs.
The question-mark is a default for this. I would use traffic-light colors. quest available = red quest accepted = orange quest ready for turn-in = green
Anyone think this is sometimes unnecessary hand-holding?
For large sprawling worlds (e.g. MMOs) it's understandable that this feature exists.
Other action-heavy RPGs (e.g. Dark Souls) do not have quest indicators. Though Dark Souls barely has quests.
I kind of dislike quest indicators. It breaks my immersion to see a giant floating question mark. So at any rate, their display should be optional.
On the other hand, it may be useful, depending on how crazy other modders get. I don't think we can assume that all Flare games (in the future) will be light on quests. But, for now, I'd recommend shelving this issue until there is enough quest complexity to make it worth adding a feature like this.
Quests are VERY simple in FLARE, and I don't think they really need indicators yet (or maybe ever). I'd agree with the sentiment that it's too much hand holding. I do, however, think that we need to be careful that you don't need to talk to an NPC twice in order to get their quest - Martigan comes to mind, his intro dialog should be just one piece.
I think we should have some sort of visual cue that displays next to an npc that can give the player a quest. I imagine something like a big exclamation mark. Not sure if this would work with the current npc dialog system, since we don't have a clear marker for quests (maybe set_status?).