6: Putting Quest Signs

INTRODUCTION:

What would be our Quests without their typical Signs? How do Players know that they can start a Quest here? And how do they know where they should go? This is all the thing about having Signs in a video game, even more for Quests.

Note: this step is optional, you're not forced to do it.

A) QUEST 1 SIGNS

The Quest 1 Signs are:

  • for the Quest Launch, we must put a Sign on the NPC to show that it starts the Quest.

  • for the Quest Objective, we must put a Sign on our Enemies to show that they need to be killed to have the loot.

  • (Optional: if you use the Type of Drop "Preset", you can also put a Sign on the Loot OBJECT itself by following the indications)

NPC SIGN

Select your NPC (not the NPC B), and add to it the Indicator Component, and set:

  • The Display name to the same as the Asker Behaviour Display Name.

  • Display Interaction on TRUE

  • and Text to Display to "to Talk with"

  • As it is the Quest Giver, we add into Giver the First Quest

A Golden "!" is now displayed in Play Mode until the Quest has been started.

ENEMY SIGN

Select all the Enemies you have, and add to them the Indicator Component, and set:

  • Display Name as you want

  • Let Display Interaction as false

  • Change Quest cursors to True, and link the First Quest in it

A Golden target sign is displayed in Play mode when the Quest is started and until the Quest objective has been completed.

B) QUEST 2 SIGN

The Quest 2 Sign is:

  • for the Quest Completion, we must put a Sign on the NPC to show that the Quest can be finished here.

NPC SIGN

Still on the first NPC that has been created:

  • link in the Indicator Component, in "Receiver", the second Quest

Now, the magic happens. Because in 5: Going back to the NPC > F) MESSAGE BROADCASTER we've created a Message Broadcaster, the Quest is directly in the Receiver phase. Which means that the Second Quest only asks to the Player the completion input, and the Sign on the NPC is not a Quest Giver or an Objective one, but a Receiver one, with a golden "?".

C) PRESS PLAY AND ENJOY !

Now, when you complete the first Quest, another one is launched, asking you to talk back to the NPC, but instead of displaying a Giver or an Objective cursor, it displayes the "?" as if you needed to complete it! And when you talk with the NPC, it validates everything!

Let's set up the Reward now!

👏 Well done! You've finished the 6th step of ◑ Your first RPG Experience Tutorial ! You can go now to the 5th step of the Tutorial: 7: Create your Reward !

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