Difference between revisions of "Tutorial - Implementing a Basic Quest"
Line 7: | Line 7: | ||
* Enhancing dialogs to reflect quest progression | * Enhancing dialogs to reflect quest progression | ||
* Dealing with locked areas and containers | * Dealing with locked areas and containers | ||
+ | * Creating NPC Vendors | ||
<br /> | <br /> | ||
The end goal is to provide both video and written guides for each section. The video will be done first, followed by written guides.<br /> | The end goal is to provide both video and written guides for each section. The video will be done first, followed by written guides.<br /> |
Revision as of 17:03, 19 September 2017
Contents
Overview
This tutorial will provide an overview of all the steps necessary to implement a quest in a standalone campaign from scratch. It will not delve into any one area in great detail, the goal is to provide a 'big picture' walk through of some of the more commonly desired components in a quest. I will keep adding to it as time permits and when community feedback indicates additional areas of need. The current plan is to cover at least the following issues:
- Creating a new project and getting your first terrain testable.
- Placing and modifying an NPC
- Creating a default dialog for an NPC
- Creating a quest journal
- Enhancing dialogs to reflect quest progression
- Dealing with locked areas and containers
- Creating NPC Vendors
The end goal is to provide both video and written guides for each section. The video will be done first, followed by written guides.
The Quest: It's Launch Day at Larian Studios, but there is no power! Swen is lookin for a hero to save the day. Will it be you?
Creating a New Project and Playable Terrain
Creating a New Project and Playable Terrain (Youtube)
Placing and Modifying an NPC
Placing and Modifying an NPC (Youtube)
Creating a Default Dialog for an NPC
Creating a Default Dialog for an NPC (Youtube)