I just wanted to say, that I got procedurally generated with quests with quest objectives and rewards that are also procedurally determined AND that also save their own state working in less than a day after you responded to me. Thank you so much.
I tried to do this back in August and forget about saving state, I couldn’t even figure out the proper data structure for playing a live game. I spent days and I kept confusing myself. Using this guidance with instantiating scriptable objects at run time and marking them as “instances” was a HUGE help. Again - done AND with state saving in less than a day when prior attempts took days with nothing to show for it.
This builds on top of the procedurally spawned enemies from RPG.Dynamic. They are spawned as part of these procedural quests. I also have enemy levels that are procedurally determined and based off a delta of the player’s current level.
Since my game is educational in nature, I will now using these techniques to dynamically create educational content (not just quests/enemies) based on how well the player is doing. The strategy pattern I learned in SAB is very helpful here.
In the course of figuring this out, I noticed something interesting about how you are serializing and deserializing in JSON and posted a separate question.
For anyone reading this and new to Unity/C#, my recommendation is to take all 4 RPG courses and also do a few of Brian’s tips and tricks before trying to go too far in customizing your game. The stuff you learn doing that will make later customizations so much easier and faster.
Again - thank you so much!