I'm currently planning updates to ORK's quest system for one of the next major updates.
For this, I'd welcome your feedback to add features you feel are missing from the system, or that you'd need to use the system the way you want.
This also includes UI features that you'd need to better present the quests to your players.
So, let me know your ideas for the quest system and you might find them in ORK soon :)
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
If you're enjoying my products, updates and support, please consider supporting me on
patreon.com!
I feel that the current task system in Ork is quite cumbersome, but I'm not sure how to describe it exactly.
And it's quite restrictive, especially in terms of the UI.
- Allowing Task Requirements to be hidden/dependent on conditions to appear. (Such as if a straight forward objective suddenly gets complications due to the plot)
- The ability to list the a single objective (current/first) from a specific quest type on the HUD Quest Task List. My use case is having the Story be considered a subtype of quest, and for a single objective to be listed on a bar at the bottom of my menu, and also on save/load game. So you could go to load a saved game and quickly see what you were in the middle of doing and if that was the right save.
- Perhaps the HUD Condition could get a condition to enable/disable the HUD if any quest/quest type is active/inactive/finished etc without having to set it to be for a specific quest only.
- The ability to override the Quest Text upon quest completion. (I have my quest summary be written in character, and then have it overwritten upon completion with their thoughts on what happened. Currently I've used Additional Content and a HUD with the normal and a second object with the additional content to achieve this but it might be nice as a baseline feature.)
- In a multibox system it might be useful to have the activation choice be available in the Quest Box settings as well instead of just the Info Box settings. With the intent being you could enable/disable a quest (with a different button/input press) without having to confirm into the full quest info menu. (My current layout is Quest Type List -> Quest Box -> Quest Info)
- An easier system for a quest task to use a global variable for a count. The count system is a little confusing.
Hopefully these are useful.
I haven't touched the Quest system too heavily yet but this past week I've been focused on using it as a way of displaying the current main story objectives before I make any sidequests. If I think of anything else whilst I work on it, I'll add it to a new post.
-EDIT-
Regarding the HUD Quest Task Requirement Text component, the "Show Finished Tasks checkbox should probably be Show Finish Tasks or Show Completed Tasks as based on the name/description I believed it to only display completed/finished task requirements NOT tasks required TO finish a task. At least if I've understood it right.
Conditions directly on finish requirements so like Kill 10 enemies or a custom Count of something, could have a condition check for Area or target combatant level, so the count will only go up in the correct area at the correct level.
Reward text shouldn't display if there is no reward so wouldn't have to use overrides for differing quests just to fix text.
Using HUDs in the rewards to have tooltips on the reward items in menu/quest dialogue and the text message for the reward will show even if the HUD is empty, so it says Task Reward and then it's blank, so have to override any task without a reward to remove that text.
The show / hide on Quest list HUDs can be kind of cumbersome and same with show/hide/deactivate in a Quest Menu. Not sure how to go about it but it certainly was tricky setting it all up.
Thanks!
- First, can we access all the quest values, tasks, and many others at runtime ? Opening the API can be a great thing to edit with C#.
-Second, edit the schematics and dialogue without pass directly by ORK or giving access to be modified with C# like or set them in a variable, I create a quest and can custom her in runtime.
- Third, optimize the component quest. I think they are too restricted, like on the UI or in the value; you are restricted on what we can display, and I can't use a color of quest in the log like the primary is yellow and the secondary blue. I need to hard code directly the quest, and I think it's can be better.
Globally, we need to have access to more things. We can get the values, but we can't custom them to edit the quest directly. And we need the same things for UI and the quest component. I hope it's understandable.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!