Difference between revisions of "Tutorial - Implementing a Basic Quest"
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[https://youtu.be/u7VaIvYkNog Doors, Containers, and TooltipTypes (Youtube)]<br /> | [https://youtu.be/u7VaIvYkNog Doors, Containers, and TooltipTypes (Youtube)]<br /> | ||
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+ | == Character Creation == | ||
+ | In this tutorial we tackle adding real Character Creation to the campaign so that it can be played both within the editor and from the game client. We'll create a new goal in the story editor and paste in some code released by Larian for a standalone campaign. Then we will edit that code to workaround a discovered bug that prevents game made characters from entering combat with hostile NPCs. After we get our script working, we'll revisit it and go over what some of the frames within the goal are doing. Lastly, we will create a player companion that automatically gets added to the party when the game starts.<br /> | ||
+ | <br /> | ||
+ | Wiki Page on creating an adventure and adding character creation:<br /> | ||
+ | [[My_first:_Adventure#Necessary_scripting]]<br /> | ||
+ | <br /> | ||
+ | [https://youtu.be/Yq6Rm_Kqb5g Character Creation (Youtube)]<br /> |
Revision as of 05:38, 5 October 2017
Contents
- 1 Overview
- 2 Creating a New Project and Playable Terrain
- 3 Building Your First Story
- 4 Placing and Modifying an NPC
- 5 Creating a Default Dialog for an NPC
- 6 Creating and Updating a Quest Journal
- 7 Quest State Driven Dialogs and Giving an Item
- 8 Customizing Doors, Containers, and Object Tooltip Display
- 9 Character Creation
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
The first video in this series starts right at the beginning of creating a new Project, Level, and then a walkable terrain. It will not go in depth on terrain editing as there are good resources already available for it.
Creating a New Project and Playable Terrain (Youtube)
Building Your First Story
The Story is an essential element to any campaign and should be compiled soon after creating your terrain. In this episode we cover the concept of a story and how it functions in the game. We'll go over how to build it and include a basic introduction to writing your own goals.
Building Your First Story (Youtube)
Placing and Modifying an NPC
An overview of how to place an NPC in the game, customize its appearance, and some of the other important properties of an NPC.
Placing and Modifying an NPC (Youtube)
Creating a Default Dialog for an NPC
How to create a very basic dialog and assign it to an NPC.
Creating a Default Dialog for an NPC (Youtube)
Creating and Updating a Quest Journal
Demonstrates how to create a quest journal and cause the first stage of a quest to be triggered from the dialog that was created in the previous tutorial.
Creating and Updating a Quest Journal (Youtube)
Quest State Driven Dialogs and Giving an Item
In this tutorial we re-visit our dialog to make it reflect the quest progression. Instead of asking the same question over and over and re-offering the quest, we add some additional dialog nodes and flags to provide a better user experience. We also use the dialog to trigger the giving of a weapon to the player through a story script, and we cover some useful debugging tools for dialogs and story scripts.
Quest State Driven Dialogs and Giving an Item (Youtube)
Customizing Doors, Containers, and Object Tooltip Display
In this tutorial we move on from our quest setup and create a simple building with an entrance door. We examine the properties that control whether it is locked and how it can be unlocked. We also look at how to specify the strength of the door for potential destruction. We examine containers and adding items to them as well as pseudo-random treasure tables. Finally, we look at "Tooltip Type" settings for controlling when an object's display name is visible in the world.
Doors, Containers, and TooltipTypes (Youtube)
Character Creation
In this tutorial we tackle adding real Character Creation to the campaign so that it can be played both within the editor and from the game client. We'll create a new goal in the story editor and paste in some code released by Larian for a standalone campaign. Then we will edit that code to workaround a discovered bug that prevents game made characters from entering combat with hostile NPCs. After we get our script working, we'll revisit it and go over what some of the frames within the goal are doing. Lastly, we will create a player companion that automatically gets added to the party when the game starts.
Wiki Page on creating an adventure and adding character creation:
My_first:_Adventure#Necessary_scripting
Character Creation (Youtube)