Has anyone complied a list of things for our designer to know?

Things like to Giving a quest:

Put a QuestGiver Script on the character you ant to give that quest.

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All the steps not just that one…

Any ideas(things of things to do for designer) for the triggers we have

Thanks in advance

Here is where I am at now

Things to do list as well marked TODO

1.	Place designer friendly comments within each script that can be placed on a gameObject.
2.	TODO: these comments need to describe how they work together! and how they are built as needed.





Things the designer needs to Know:
DialogueTrigger:
        // The purpose of this script is to allow user to add an action to any gameObject
        // (currently a string that can be used to MATCH the dialogue Nodes (onEnterAction or onExitAction) events
        // I plan on changing this to an enum)
        // this allows the designer(user) to choose from Unity drop down of
        // functions to call based on gameObject dragged into it (that unity event from Inspector) 
        // (can also be this object -- meaning the one this script is on)
        //
        // In our class we added it(this script) to Enemy 6 in inspector
        // In our dialogue I added Attack to the onEnterAction of the last node (of the wrong path made guard angry)
        // On Enemy 6 Hit plus sign drug Enemies Parent into Game Object (it has a Aggro Group script 
        // to activate all enemies attack again)
        // Hit plus to add another event
        // drug Player into game object slot
        // choose PlayerConversant.Quit to close the dialogue

AggroGroup:
        // This is used for characters of fighter type
        // The purpose of this script is to allow user to make Fighters(passive or agressive)
        // Seems an empty Parent(of Fighters) should hold this script
        // Does NOT have to be ALL fighters in scene
        // With this you can pick and choose
        // In the inspector within your parent Enemies gameObject you could have other
        // parents of fighters!
		
QuestGiver:
        // The purpose of this script is to allow gameObject to give a Quest to Player
        // note: -- Use a QuestCompletion Component(can be on differant gameObject right?) to complete this quest to get rewards
        // Simply drag the Quest into the component
        // We put this on Enemy 8 during class
        // Then choose a Dialogue to trigger this action (from Dialogue NOT Quest)
        // Rig up the nodes onEnterAction or onExitAction fields
        // We chose the last one at that time Player Response was (Sure, how?) on its onExitAction
        // it will trigger the GiveQuest Procedure
        // note: GiveQuest must match both the DialogueTrigger Component Action and this objective action
        // Again Note to self: TODO change to ENUM! for action items

QuestCompletion:
        // The purpose of this script is to allow user to set up a gameObject
        // that works with the QuestGiver
        // put a Dialogue Trigger on that object
        // Match the Action to the Quest objective to be completed onEnterAction or onExitAction
        // Put QuestCompletion it on same gameObject and Point to correct Quest
        // Enter that matching Objective Referance

		
I am hoping to get my designer a list of things to do in Unity Only using this system.

The How to tie the dialogue system (dialogueNodes) to this system with Quest objectives...
------------------
How to give a quest:
	1.  Pick a character to give the quest
	2.	Put a QuestGiver script on that character
	3.	Drag in the quest to give for 'Quest'
	4.	NOTE: the references for each objective (You need them to complete an Objective)
	5.	Put a Dialogue Trigger script on that character
	6.	Enter the Action (Must match the method name exactly)
	7.	Hit the plus sign to add an Event (unity event)
	8.	Drag the character gameOject into that component
	9.	Choose QuestGiver.GiveQuest from the drop down
	10.	This character should give the quest now!
	
How to complete an objective:
	1.	Pick a character to complete the objective
	2.	Put a QuestCompletion script on that player
	3.	Quest field: Choose the correct Quest (to complete this objective)
	4.	Objective field: Type in the exact string for the Objective that should be marked as complete
	5.	Put a Dialogue Trigger script on that character 
	6.	Action field: Type in the exact Action string used in that characters dialogue(node) being used
	7.	Drag the character gameOject into that component
	8.	Choose QuestCompletion.CompleteObjective from the srop down
	9.	This character should complete that obejective.

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Alomst have this list...
Please help fill the gaps....

Thanks for any feedback
PS: My Designers need step by step kinda help…(they learn by doing well) lol

It looks like you’ve nailed every step on this, Steve. If you were making a manual, perhaps some screenshots along the way as examples, and you’d be all set. Well done.

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