LogoLogo
GeneralAccountsPlayersOwnersCreatorsThe Sandbox Website
Creators
Creators
  • 🎆Welcome to the Creator Portal
  • 🟦Learn Creator Basics
    • 🟦Scale & LAND Use
    • 🟦Assets & Equipment
    • 🟦Avatars & Character
    • 🟦Look & Feel
    • 🟦Logic & Gameplay
    • ❓FAQs: Gameplay
    • ❓FAQs: Assets
    • 🧙‍♂️Begin Game Maker (Video Series)
  • The Sandbox Creators Forum
  • The Sandbox DAO
  • 🪙Monetisation
  • Game Maker
    • ✨Create Experiences
    • 🔰Beginners
      • Play/Test
      • Build with Blocks
      • Place Assets
      • Set Object Actions
      • Trigger Logic
      • Craft Quests
      • Set Up Mechanics
      • Build Multiplayer Games
    • Game Maker 0.11 Update
    • 0.11 Upgrade Guide
    • 📖Docs
      • Navigate Game Maker Home
      • Manage Experiences
      • Controls & Shortcuts
      • Build Menus
        • Top Bar
          • Gameplay
        • Side Bar
          • Hierarchy
          • Presets
        • Library & Quick Access Bar
        • Grid System & Snap Tool
        • Properties Panel
      • Using Blocks
      • Using Assets & Objects
        • Behaviour & Component Parameters
        • Tags
        • Messages
      • Behaviours
        • NPC - AI Pawns
          • 🔵Citizen
          • 🔵Farmer
          • 🔵Healer
          • 🔵Melee Enemy
          • 🔵Predator
          • 🔵Prey
          • 🔵Soldier
          • 🔴Friendly NPC
        • Movement
          • 🟡Door
          • 🟡Bird
          • 🔴Basic Platform
          • 🔴Advanced Platform
          • 🔴Projectile
          • 🔴Rotate
        • Basic Logic
          • 🔵Message Broadcaster
          • 🟢Combination Code
          • 🟢Asker
          • 🟢Timed Events
          • 🟡Crowd Event
          • 🔴Spawn Point & Avatar's Feature
        • Modifiers
          • 🔵Actor Property Switcher
          • 🔵Multi
          • 🔵Void
          • 🟢Asset Spawner
          • 🟢Replace Asset
        • Visual
          • 🟢Post Process Effects
          • 🟡Weather Switcher
          • 🟡Animated Decoration
      • Components
        • Actions
          • 🟢Climbable
          • 🟢Avatar Teleport
          • 🟢Collectable
          • 🟢Drop
          • 🟢Slide
          • 🟢Speaker
          • 🔴Pickable
        • Triggers
          • 🟢Plant
          • 🟢Switch
          • 🟢Button
          • 🟢Trigger Volume
        • Status
          • 🟢Toggle
          • 🟢Power Up
          • 🔴Avatar Checkpoint
          • 🔴Health
        • Gameplay
          • 🔵Defeat
          • 🔵Victory
          • 🔴Raycast
        • NFT
          • 🟢NFT Sensor
          • 🟢NFT Image Display
          • 🟢Image Display
          • 🔴NFT Details Display
        • Display
          • 🟢Indicator
          • 🟢Rarity VFX
          • 🟡Visual FX
          • 🟡Light
        • Audio
          • 🟡Play Sound
      • Objectives
      • Game Rules
        • Math
        • Time
        • Comparisons
        • Replace Variable Values
        • Game Screen
        • Triggers
        • Events
      • Build Singleplayer & Multiplayer Logic
      • Quality Guidelines
        • Optimisation
        • Testing
        • Playability
      • Templates
    • 📑Creative Guides
      • 📗Game Rules Guide
        • Point Race
        • Collect Points
        • Time Trial
        • Combo
        • Hunger
        • Poison
        • Shop
      • ⚙️Logic Guide
        • Abilities
        • Equipment Based Logic - On Equip / NFT Sensor
        • Doors & Chests
        • Collectibles
        • Text, Quests & Icons
        • Platforms
        • Victory & Defeat
        • Miscellaneous
        • NFT Inspect
        • Fighting
      • 🏞️Experience Guide
        • Tower Defense
        • Horror / Backrooms
        • Solo Platforming
        • Social Platforming
        • Resource Management
        • Cooking Simulator
        • Survival
        • Action / Adventure
        • Night Clubs & Concerts
        • Virtual Home & Architecture
        • NFT Gallery / In-Game Shop
        • Puzzle Games
        • Social Hubs
        • Simulation
      • 🎲Experience Design Techniques
        • Narrative Design
          • Worldbuilding
          • Storyboard
          • Dialogue
        • Art Design
          • Experience Art Concept
          • Asset Curation
          • Blockout Aesthetics
          • Detailing / Dressing
        • 3D Spatial Layout
          • Rough Base Map
          • Greyboxing / Blockout
        • Game Design
          • Ramp of Difficulty
          • Risk & Reward
          • Game Loops & Decisions
    • 🎬Game Production Guide
      • 🟥Concept
      • 🟧Blockout
      • 🟨Logic
      • 🟩Art
      • 🟦Quality Assurance
      • 🟪Polish
      • ⬜Marketing
    • 🧰Publish Experiences
      • Experience Manager
        • Experience Analytics
        • 🧰Experience Page
          • Content Guide
          • Marketing
          • Create an Experience Trailer
          • Player Engagement
        • Map Location
        • Asset Review
        • Access Restrictions
      • Collaborating With Third Parties
      • ❓FAQs: Experience Publishing
    • 🕘Version Notes & Changelogs
      • Game Maker 0.11
        • ❗0.11 Upgrade Guide
      • Game Maker 0.10
      • Game Maker 0.9
      • Game Maker 0.8
      • Game Maker 0.7
    • ❓FAQs: Game Maker
  • VoxEdit
    • ✨Create Assets
    • 🔰Beginners
    • 📖Docs
      • Navigate VoxEdit Home
      • Controls & Shortcuts
      • Panels & Custom Layouts
      • Block
      • Modeler
        • Use Modes & Tools Together
        • Set the Pivot Point
        • Create Frame Assets
      • Animator
        • Build a Rig
        • Create an Animated Asset
        • Use Inverse Kinematics
      • Templates
      • Quality Guidelines
        • Asset Types & Collisions
        • Asset Scale
        • Node Efficiency
        • Pivot Point & Alignment
        • Animation
        • Visual Quality
        • Asset Name & Description
        • Manage Files & Folders
    • 📑Creative Guides
      • 🧍Asset Guide
        • Structures & Landmarks
          • Basic Building: No Entry
          • Animated Building: No Entry
          • Unanimated Building: Player Entry
          • Landmark
          • Building Facade
          • Structure Component Parts
          • Modular Architecture
        • Humanoids & Animals
        • Vehicles
        • Equipment
        • Art: Statues, Paintings
          • Animated Art Screens
          • Statues
          • Kinetic Art Sculptures
          • Paintings
          • Performance Art
        • Furniture
        • Platforms
        • Doors, Gates, and Windows
          • Multi Design Door Asset
        • Chests & Other Animated Interactions
        • Plants, Trees
        • Objects, Machines
        • Signs & Text
        • Obstacles
        • Create Frame Assets
      • 🎨Art Techniques
        • Asset References
        • 3D Design
          • 🧹Need to Simplify?
          • ✂️Trim All Volumes
          • 🟢Optimize with Texture
          • 🟢Curved Edges: Blocky Style
          • 🟡Break Down Objects
          • 🟡Create Smooth Angled Lines
          • 🟡Circular Shapes: Cross Technique
        • Colour, Texture & Depth
          • 🪅Colour Choice & Strategy
          • 🧱Textures & Materials
    • 🧰Upload Assets to Workspaces
    • 🌟Mint & List Assets to Sell
    • 🕘Changelogs
    • 🔓Open Source Assets
    • ❓FAQs: VoxEdit
  • Creators Program
    • 🏗️Builders' Challenge
      • Rules & Eligibility
      • Earnings & Rewards
      • How to Succeed in the Builders' Challenge
      • ❓FAQs: Builders' Challenge
    • ℹ️Creator Contests
    • 🏆Game Jams
      • Rules & Guidelines
      • Judges & Voting
      • Explore Past Winners
      • ❓FAQs: Game Jams
    • 🏆VoxEdit Contests
      • Rules & Guidelines
      • Judges & Voting
      • Explore Past Winners
      • ❓FAQs: Voxel Art Contests
  • General
    • 📚The Sandbox Documentation
    • 🔄Play, Create & Earn
    • 🗺️Map
    • 🛒Marketplace
    • 🗣️Discord Community
    • 🔗Social Networks, News & Blogs
    • The Sandbox Linktree
    • ❓Help & Contact
Powered by GitBook
LogoLogo

INFO

  • Discord
  • Social, News & Blogs
  • Service Status

PLAY

  • Events
  • Map
  • Avatar

CREATE

  • VoxEdit
  • Game Maker
  • Contests

OWN

  • SAND
  • LAND
  • Staking

Copyright ©The Sandbox. All Rights Reserved.

On this page
  • Begin Game Maker 6
  • Integrate Quests & Objects
  • Follow Up
  • Relevant Resources
  • Forum: Community Ideas & Support
  • Other "Begin Game Maker" Videos

Was this helpful?

  1. Game Maker
  2. Beginners

Craft Quests

This activity is included in an 8-part, 1 hour series to learn Game Maker. Short, focused topics with guided practice will give you practical experience building useful logic for creating games.

PreviousTrigger LogicNextSet Up Mechanics

Last updated 6 months ago

Was this helpful?

Begin Game Maker 6

Integrate Quests & Objects

MEDIUM

In this activity, you will learn how to guide players through your gameplay with Objectives, or quests, and icons to help players find quest objects like NPCs, collectable objects, and more.

What are Quests?

A quest may be triggered and completed only one time.

Launch Game Maker

  • Open the Experience from the previous activity to reuse some of its logic.

To track individual player progression in single and multiplayer games, [SP] behaviors and components must be used to send messages to the Objectives system.

[MP] logic works like [SP] logic in singleplayer games.

Locked/Unlocked

Open the Objectives window and toggle on quests.

Let's add two quests to compare when they'll appear on the right side of the player screen in the Objectives UI, or user interface. Ignore other quest settings for now.

Test

Press TAB to see the "Auto Quest" open at game start.

Interact with the Ancient Lever that sends DoorA.Open to All, which will make the "Triggered Quest" appear in the UI because the quest is set to auto launch.

When to Launch

Modify both quests to require a message to launch:

Test

Press TAB to test. Notice that no quests appear in the UI yet.

Try entering the trigger volume (remember that your game will shift to night from the previous activity's settings). The "Triggered Quest" will not launch yet because it is still locked.

Interact with the Ancient Lever asset to send DoorA.Open and you'll make the "Auto Quest" launch in the UI. The "Triggered Quest" is also unlocked by this message.

Now you can enter the trigger volume and launch the "Triggered Quest" in the UI.

Launch settings allow you to control how many quests may be activated at a time, while unlock settings allow you to control when players are permitted to start a quest.

Different Quest Types and Conditions

There are four types of quests: counter, asset death, timer, and wait for message.

First let's set up interactive assets for a counter quest:

Counter- Destroy Objects

Create a new quest (auto unlock and launch):

Name: Treasure Hunt Description: "Destroy the ancient artifacts and collect all of the treasure.”

3. Counter

  • Type: death

  • Tag: artifact

  • Amount: 5

Test - The quest counts the number of objects destroyed with the tag you set for it to watch.

Counter - Collect Objects

Modify the quest:

3. Counter

  • Type: collected objects

  • Tag: treasure

  • Amount: 5

Test

Press TAB to test. When you attack and destroy each artifact, nothing happens. When you collect each pile of treasure dropped after each artifact is destroyed, the quest counts the number of objects collected with the tag you set for it to watch.

You can apply the same tag to collect or destroy different types of objects, such as ingredients to make a meal.

Quest States

A quest may be in three states: inactive, in progress, and finished. We can use NPC dialogue to tell players how to start or complete a quest and confirm the quest is finished.

Create an NPC and dialogue:

Now connect the dialogue to timing of the quest:

Name: Treasure Hunt 2. Launch quest: Requires Message Message: Q.Treasure.Launch 5. Action after completion: Requires Message Message: Q.Treasure.Complete

Test

Press TAB to test.

Quest inactive - Interact with the NPC to start the quest. This dialogue is then toggled off by its own message out when you answer the question.

Quest in progress - Interact after the quest is launched to see the dialogue, which can be a helpful reminder for players. No message is needed unless you want to trigger a hint for players.

Quest complete - Interact after the quest is complete to see the dialogue.

Adding Polish with Indicators

You can apply three types of icons to objects that are linked to a quest:

These icons are displayed above objects in the game world when an Indicator component is applied to the objects, a quest is linked, and quest settings match the type of icon to use.

Modify Jet and the "Treasure Hunt" quest so he can be a quest giver:

Create a Custom Preset to Drop

Since the tagged object that the quest counts is a dropped item (meaning it is spawned), we'll modify the ancient artifact assets to use a Preset with custom settings that link to a specific quest. You don't need to create a preset for quest items, but we've chosen an example that's a bit more fun for players.

Create an object:

Save this object as a Preset. This allows you to spawn or place an object or group of objects with more complex custom settings during edit or play modes.

Modify all ancient artifact assets to spawn this preset.

Test

The exclamation point appears above the NPC before the quest starts because it's the quest giver.

After you interact with it, the target icons appear above each quest objective, the ancient artifacts to destroy.

Once you have collect all of the treasure, the icons and quest are no longer visible.

Save your Experience to reuse the logic in the next activity.

Follow Up

Quests are a great way to guide players through the flow of your Experience. They can be very simple, or they can have complex steps and hints to help players when connected with objects.

  • A Counter quest can be used in different ways to count what players destroy or collect.

  • A Timer quest can be a fun challenge to survive or defend an asset during a time period.

  • An Asset Death quest can be used for a special boss fight.

  • A Wait for Message quest is extremely flexible in use since it only requires a message to complete it.

In the next activity, we'll learn how to create more interesting game mechanics with Game Rules.



Forum: Community Ideas & Support


Other "Begin Game Maker" Videos

Play/Test
Build with Blocks
Place Assets
Set Object Actions
Trigger Logic
Craft Quests
Set Up Mechanics
Build Multiplayer Games

Located in the system, Quests are used to guide players through your game's story, geography, game mechanics, and more with a sleek user interface. Objects in the game world can be linked to quests so they're easier to find.

Relevant Resources

🔰

Name: Auto Quest 1. Unlock quest: Auto Unlock 2. Launch quest: Auto Launch

Name: Triggered Quest 1. Unlock quest: Requires Message Message: DoorA.Open 2. Launch quest: Auto Launch Note: In the last activity, an Ancient Lever object sends this message when players interact with it.

Name: Auto Quest 1. Unlock quest: Auto Unlock 2. Launch Quest: Requires Message Message: DoorA.Open

Name: Triggered Quest 1. Unlock quest: Requires Message Message: DoorA.Open 2. Launch Quest: Message Required Message: Night Note: In the last activity, a logic asset with a Trigger Volume component sends this message when players enter the volume.

Asset name: Ancient Artifact Tag: artifact Remove Predator behaviour

Health component

  • Health: 10

Drop component

  • Assets to Spawn: Ancient Treasure A

  • Components: [SP] Collectable

  • Tags: treasure

Note: Duplicate this asset (5 total)

Asset: Adventurer Jet

Asker behaviour

  • Question: Can you help me find ancient treasure hidden inside the artifacts?

  • Answer 1: Sounds like fun! A1 Message: Q.Treasure.Launch

Toggle behaviour

  • Turn OFF Message: Q.Treasure.Launch

Asset: Logic asset

Asker behaviour

  • Question: Did you find the artifacts yet?

  • Answer 1: I'm still looking for them! A1 Message: Q.Treasure.InProgress

Toggle behaviour

  • Turn ON Message: Q.Treasure.Launch

  • Turn OFF Message: Q.Treasure.InProgress

Asset: Logic asset

Asker behaviour

  • Question: Awesome! You found the treasure!

  • Answer 1: That was a piece of cake!

Toggle behaviour

  • Turn On Message: Q.Treasure.Complete

Modify Asset: Adventurer Jet

Add an Indicator component Linked quest ID: Treasure Hunt Quest cursors: True

  • Giver: Adventurer Jet

Asset: Ancient Treasure A Tag: treasure

Indicator component

  • Linked Quest ID: Treasure Hunt

  • Quest cursors: True

  • Objective: Treasure Hunter

Collectable component

➕
Objectives
🟡

A forum post has been created for this learning activity! Visit to:

  • Ask or answer questions

  • Post ideas about the topic

  • Share what you've learned or created

    • from the activity

    • from the bonus resources

Giver
Objective
Receiver
Cover
Objectives

Learn the details of every quest type and the controls to manage them

Cover
Text, Quests & Icons

Discover more resources about templates, quest cursors, dialogue states, and how dialogue is used

Cover

Learn what dialogue strings are used for and how they're made

Dialogue

Find expert tips to write great dialogue, stay within technical guidelines, and stay organized

Visit the Forum
Cover
Cover