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14791: Re: [MUD-Dev] Questing Systems
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From: Travis Casey <efindel@earthlink.net>
Newsgroups: nu.kanga.list.mud-dev
Date: Sun, 23 Jul 2000 13:03:51 -0400
References: [1]
Organization: Kanga.Nu
On Saturday, July 22, 2000, Ben wrote:
> I was planning on making it so that quests can be used for exp instead
> of just charging into every existing room and swinging your axe until you
> level up. Of course if I were to do this it would require a much more
> advanced type of quest than is currently implemented. It couldn't be just
> "go here and kill this", it would have to be involved.
> One way I thought of doing this was to use flags. For example a mud
> would for instance have flags 1 to 255. If the quest was simply to go here
> and kill this then when I entered the given room I might get flag 1. Then
> when I killed that it would check to see if flag 1 was true, if it was I
> would have completed the quest. Now obviously there would have to be many
> triggers etc... for this to work, but does anybody have ideas for a better
> questing system.
That's actually how the Palm game "Kyle's Quest" works. A particular
adventure (or "level", to use their terms) can have up to 256 flags.
The level builder can have events set flags, which can later be
tested. There's a limited selection of things that can trigger
events, but among them are killing monsters, talking to NPCs, or
stepping on "trigger squares".
--
|\ _,,,---,,_ Travis S. Casey <efindel@earthlink.net>
ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'\_)
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