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  • replied
    A little update of example projects for UE 4.15 and 4.16.
    I added master quest and quest task blueprints, which can be used to apply global changes to all child blueprints, like showing specific effects or widgets.
    It also simplified all other quest and quest task blueprints in example project (all repeatable code now in a master blueprints).
    You can use master blueprints in your projects as templates and adjust them according to your requirements.

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  • replied
    And finally it's available on UE marketplace.

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  • replied
    Tagging for future reference. This looks awesome!

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  • replied
    Release date: 2th February

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  • replied
    Looks awesome. I will look forward to this!

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  • replied
    I'm looking forward to this... it looks great!

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  • replied
    This is really cool. Cannot wait to get my hands on this

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  • replied
    Good news for everyone, who use behavior tree based dialogue systems (like this one).
    Now Quest System Plugin has built-in tasks and decorators, so you can easily accept, complete or add progress to your quests or tasks.

    Tasks:
    • AcceptQuest
    • AddProgressToQuestTask
    • CompleteQuest

    Decorators:
    • CanAcceptQuest
    • CanCompleteQuest
    • CanAddProgressToTask


    Example:

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  • replied
    I've made some videos.
    Some of them just showing what's inside the example project.
    Some of them are little tutorials, so you can understand how to use this plugin.







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  • replied
    Originally posted by Xi4 View Post
    Looks very interesting, any ETA on release?
    If everything will be good, it can be available in January-February 2017.

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  • replied
    Looks very interesting, any ETA on release?

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  • replied
    Originally posted by Pinotti View Post
    does the system also provide a basic inventory to reference the quests to? e.g. check if a item is inventory to proceed in the quest logic?
    I'm not providing inventory example in demo project for plugin. And plugin is purely about Quest System (not about dialogs, inventory, skills or other RPG elements, because it's not only for RPG).
    But of course, if you have an inventory system, you can make any kind of checks for it in requirements blueprints(for quests and quest tasks).
    For example you can check if item is exist in inventory and if it's not, the player can't complete a quest or task.
    Because requirement checks is universal thing(you have an implementable function with boolean as a return type), you can check everything what you want.
    Last edited by Kelheor; 12-20-2016, 08:05 AM.

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  • replied
    does the system also provide a basic inventory to reference the quests to? e.g. check if a item is inventory to proceed in the quest logic?

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  • replied
    I added list of rooms with examples.
    Supported engine versions: 4.12 - 4.14
    However it possible could work in a previous versions of engine, if you will build a plugin for them.
    I'm not providing support for them because otherwise it would be harder to add new features for this plugin in future.

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  • replied
    Today I remade the whole showcase level for example project, so now it looks better.

    Old version:

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    New version:

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