Objectives

What are Quests?

Objectives are quests that apply to an individual player's game flow. They are useful to guide, inform, and reward players with an attractive user interface. They are currently used to track player progression in Seasons and Events.

Each Quest is a one time event that can NOT be triggered again.

MULTIPLAYER EXPERIENCES

  • Single Player Objectives - Quests communicate with "Client Only" Behaviours and Components, triggered by individual players' actions.

  • Multi Player Objectives - Crowd Event Behaviour is a logic tool used to set a common goal. It can also be used in single player Experiences.

Keep all quests visible by having no more than 3 active quests at a time.

Quests and Objects


Manage Quests

Turn On/Off Quests - Click the toggle on the right to turn quests on or off

Close Objectives window - press the X button in the top right to close the window

Add Quest - Click this button to add a new Quest to the list

Quests are contained in a list of cards that can be expanded or collapsed. Use the triangle button to the left of the quest name to toggle a Quest card open or closed.

It is currently not possible to change the order of Quest cards in the list.


Quest Steps

1. Unlock Quest

  • Auto Unlock - Automatically unlocks the Quest when the Experience starts

  • Requires Message - Waits for a specified Message to be unlocked

2. Launch Quest

  • Auto Launch - Automatically launches the Quest if it is unlocked

  • Requires Message - Waits for a specified Message to launch if unlocked

The four types of Quests available are Counter, Asset Death, Timer, and Wait for Message.

4. Quest Completion

Once the condition for the Quest type is met:

  • Auto Completion - The Quest instantly completes

  • Requires Message - A specified Message is still required to complete the Quest

  • Wait for Input - The Enter key must be pressed to complete the quest

5. Action After Completion

Once the Quest is completed:

  • Nothing - Nothing will happen

  • Send Message - A Message will be sent, which can trigger a new Quest or other logic

  • End Game - The Experience ends and displays a victory screen


Quest Types

The use cases noted for each quest type are only a few ideas to get you started.

Counter Quest

The player must collect or destroy a specified number of objects that have a specified tag

Collected Objects

The player must collect a specified amount of objects that have a specific Tag applied. Each target object must have a Collectible Component and the same Tag as noted in the Quest to count.

Use Cases:

  • Collect the same item as a side Quest, such as voxelite.

  • Collect different items for a main Quest, such as recipe ingredients.

Object Deaths

The player must destroy a specified amount of objects with a specific Tag applied. Each target object must have a Health Component and the Tag noted in the Quest to count.

Use Cases:

  • Destroy the same type of enemies as a main Quest.

  • Destroy a variety of enemies in a room.

  • Destroy objects to propel a narrative.

NOTE

The Health Component includes a parameter Invincible, which must be set to False in order for it to be possible to destroy the object and make it count toward the Quest condition.


An object that is the quest giver, objective, or receiver object can have an Indicator component applied which adds quest icons when the quest is linked to the objects. This makes it much easier for players to complete objectives, especially if you make these icons appear over all other content in the Experience.


Trigger Victory or Defeat (Game Over)

When any quest is complete, there is an option to send a message. If you have added the Victory or Defeat components to any objects in your game (even if they are unrelated to your quest), you can send the Victory or Defeat messages from the quest and immediately end the game.

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