Apr 27

Quests back in and working

Tag: Game Designtrevor @ 11:53 pm

Today:

New-style single-stage quests are now in place.  (multi-stage quests are still TODO, probably for post-MS1)  The screenshot here is of a very simple starting area;  a graveyard on the far left (needs a model), a spawn area in the background on the left, an inn in the middle (with an NPC quest-giver standing in front of him), and a grinding zone on the right.  The blue boxes represent subscribers, the red ones represent monsters.  Needless to say, all the graphics are still placeholder.

When you place an NPC questgiver, the quest giver now automatically creates five randomly generated quests, and begins to hand them out to any subscriber who requests them.  My task for tomorrow is to allow the player to modify those quests (and perhaps add extras).  But for right now, those quests are all generated by code.  Subscribers take a quest, finish it, then go to collect another quest and repeat (until they get bored of doing quests and decide to do something else instead).

Each quest consists of directions to go somewhere, and (optionally)  kill some monsters there, and then awards XP to the subscriber for completing the quest.

A few seconds after the screenshot above, for the very first time during my development of MMORPG Tycoon 2, a subscriber reached level 2.  I’m pretty thrilled that the systems have all survived the switch from 2D to 3D well enough to have the level progression still working properly!

So my tasks for the near future:

  • GUI for editing quests.
  • Subscriber AI improvements allow more than one active quest at a time.
  • Show more subscriber AI data, so players can easily see what individual subscribers are doing.

2 Responses to “Quests back in and working”

  1. Awesome Dino says:

    With all the thousands of individual subscribers running around on the more popular MMOs, wouldn’t the amount of AI being calculated be pretty large?

  2. trevor says:

    It shouldn’t be noticeably worse than it was in version 1.1; I’m running basically the same AI model in 2.0 as I used in 1.1; just a few minor adjustments to it to cope with new game features. (weapon shops, travelling from one region to another, recovering when grabbed and moved around by the player, etc)

    In fact, it should be better in 2.0 than it was in 1.1, since 2.0 doesn’t have the “run everything at 60 times normal speed” option, which really stressed the AI code.