Difference between revisions of "Tutorial - Implementing a Basic Quest"

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(Creating a New Project and Playable Terrain)
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== Placing and Modifying an NPC ==
 
== 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.<br />
 +
<br />
 
[https://youtu.be/N2u1eqqzlGo Placing and Modifying an NPC (Youtube)]<br />
 
[https://youtu.be/N2u1eqqzlGo Placing and Modifying an NPC (Youtube)]<br />
  
 
== Creating a Default Dialog for an NPC ==
 
== Creating a Default Dialog for an NPC ==
 +
How to create a very basic dialog and assign it to an NPC.<br />
 +
<br />
 
[https://youtu.be/XME89rtXzKQ Creating a Default Dialog for an NPC (Youtube)]<br />
 
[https://youtu.be/XME89rtXzKQ Creating a Default Dialog for an NPC (Youtube)]<br />
  
 
== Creating and Updating a Quest Journal ==
 
== 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.<br />
 +
<br />
 
[https://youtu.be/lLEgNfAEL-k Creating and Updating a Quest Journal (Youtube)]<br />
 
[https://youtu.be/lLEgNfAEL-k Creating and Updating a Quest Journal (Youtube)]<br />
  
 
== Quest State Driven Dialogs and Giving an Item  ==
 
== 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.<br />
 +
<br />
 
[https://youtu.be/t44RhWE1aRs Quest State Driven Dialogs and Giving an Item (Youtube)]<br />
 
[https://youtu.be/t44RhWE1aRs Quest State Driven Dialogs and Giving an Item (Youtube)]<br />

Revision as of 21:54, 20 September 2017

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)

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)