The Quest Prompt Thread

For all talk about quests. Creating, testing, bugs, and development progress.
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Jay_H
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Re: The Quest Prompt Thread

Post by Jay_H » Tue May 15, 2018 12:32 am

Yes. It only requires some start mechanism. I've created an entire quest line that I'm going to post over in Creator's Corner called the Perpetual Quests. They run in the background and occur roughly every 30 days, and range from ordinary events (stopping a robbery) to enormous (ending a plague).

A small example of this is the Cartographer quest system, which continually sends you on assignments to find lost locations in the game world on foot.

Another that I have planned but only made a little headway on is a different system, where after getting 100 reputation with a guild, you can send out for epic-scale quests, which will then be offered to you via letter.
**INDEFINITE HIATUS** Check out the Daggerfall Unity mod page on ModDB.

I rarely read instructions well the first time. Tell me to re-read them. I'll do it.

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Kamer
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Re: The Quest Prompt Thread

Post by Kamer » Tue May 15, 2018 12:45 am

So i could trigger it with something like killing an animal? Also, could you have multiple quests at a time? Is there any limit to this?

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Jay_H
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Re: The Quest Prompt Thread

Post by Jay_H » Tue May 15, 2018 1:19 am

So far there are only a few ways to trigger a quest.

1. The main quest intro at the start of the game
2. Asking for a quest from a noble, commoner, or guild member
3. Triggering a quest as a result of another quest. One quest action is "start quest ______," which allows you to begin one quest from another. I've used this in a limited sense so far; imagine if you take a dishonorable route in a Mages Guild quest and kill a meditating mage, but no one ever found out about it. You can run a "startquest penaltymg.txt", which sends you a letter 2 weeks later telling you you've been found guilty of murdering the member, and your guild reputation drops 20 points. That's the kind of thing that we can do to extend Daggerfall's utility beyond its ordinary bounds.

Interkarma has suggested that in the future it could be possible to use ordinary objects to relate to quests; for example, gathering any 5 berries rather than 5 quest-spawned berries and turning them in for a quest. That currently isn't possible, but it could be in the future.

There is no limit at all to how many quests can run. They're extremely lightweight, so as long as you aren't spawning thousands of monsters/items/text boxes/magic effects, quests should have almost no drain on system resources whatsoever.
**INDEFINITE HIATUS** Check out the Daggerfall Unity mod page on ModDB.

I rarely read instructions well the first time. Tell me to re-read them. I'll do it.

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Jay_H
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Re: The Quest Prompt Thread

Post by Jay_H » Tue Aug 14, 2018 6:00 pm

I've been tempted to return to writing quests, at least in a preliminary phase. I'd be putting on hold the bugs in classic quests to focus on this.

My new palette of ideas comes from the interrelationship between guilds. Until now they've rarely affected each other, but a whole new dimension enters the game once we have guilds that interact with each other regarding reputation:

1. A Mages Guild quest to track down a member of the Dark Brotherhood who absconded with some research notes (see n0b00y09). +5 MG rep, -10 DB. (COMPLETED)

2. A Thieves Guild quest to retrieve a scholar's notes. +5 TG rep, -10 MG. (COMPLETED)

3. A Dark Brotherhood quest to slay some bothersome Thieves Guild rookie who keeps breaking into a guild hall. +5 DB rep, -10 TG. (COMPLETED)

4. A Thieves Guild quest to lift some evidence from a guarded house. +5 TG rep, -10 to the FG if the guild guard inside the house is attacked. (COMPLETED)

5. A Fighters Guild quest to capture a Dark Brotherhood assassin hiding in another city. +5 FG, -10 DB. (Needs remove foe action)

6. A Fighters Guild quest to fulfill a city contract to slay a bothersome wizard causing problems in a regional city. +5 FG, -10 MG. (COMPLETED)

7. A Mages Guild quest to guard some important documents for a period of time. Enemies from the Thieves Guild will periodically attempt to take them. +5 MG, -10 TG if any of the thieves are slain. (COMPLETED)

These sorts of quests write themselves, so this is easy material. Knightly orders and temples could offer such quests but rarely be reciprocated by them, since their presence isn't universal like the other guilds'.

Knightly Order quest: A local citizen has become the target of a wizard's wrath, and attracts monsters regularly. Move about with the citizen and slay the enemies that appear to end the curse. (COMPLETED)

Mages Guild quest: Escort a renegade guild member to a house. Use a teleporting agent to send him/her to a dungeon. Follow to the dungeon afterwards on foot to find him/her and slay. Magical item reward.
**INDEFINITE HIATUS** Check out the Daggerfall Unity mod page on ModDB.

I rarely read instructions well the first time. Tell me to re-read them. I'll do it.

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