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On this page
  • What Are Quests?
  • Text, Quests & Object Icons
  • Communication with Other Logic
  • Manage Quests
  • Quest States
  • 1. Unlock Quest
  • 2. Launch Quest
  • 3. Quest Type
  • 4. Quest Completion
  • 5. Action After Completion
  • Quest Types
  • Migration to 0.11 Objectives
  • Migration Helper

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Objectives

GM 0.11 update: Objectives system ported for multiplayer compatibility.

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Last updated 2 months ago

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GAME MAKER 0.11 - OBJECTIVES MIGRATION (Optional)

Migration to the 0.11 Objectives System is optional. The legacy system will be deprecated later, but is still supported.

MIGRATING OLD QUESTS TO 0.11

Visit in the 0.11 Upgrade Guide for guidance to update old Experience quests for compatibility with the new Objectives system.

CREATING NEW QUESTS IN 0.11

Visit in Text, Quests & Icons for new ways to build quests in multiplayer Experiences.

What Are Quests?

Quests are game events that prompt players to take action through descriptive UI and object icons.

A quest may be triggered and completed only ONCE.

Quest data is used in Seasons and Events to track player progression to earn rewards.

While players can scroll through quests in the UI, it is still more user friendly to limit how many quests can be triggered at a time (4-5 maximum recommended).

Text, Quests & Object Icons

Visit Text, Quests & Icons in the Logic Guide to learn how to set up quests with dialogue and object icons.

Dialogue Strings

Object Icons for Quests

Communication with Other Logic

Legacy Objectives System

Singleplayer Experiences

Multiplayer Experiences

New Objectives System (0.11)

Singleplayer Experiences

Multiplayer Experiences

GAME MAKER 0.11 - MORE COMMUNICATION OPTIONS

Objectives now communicate with Game Rules and MP behaviors and components.

Objectives will NOT communicate with [SP] behaviours and components in multiplayer.

GAME MAKER 0.11 - PLAYER SOURCE REQUIRED

👤 Every message sent to Objectives must include player source data from direct interaction by every player who should experience quest triggers. Send via Asker, Trigger Volume, Button, etc.

⛓️ Player source data is sent as long as a chain of logic starts with the correct player(s).


📜 Trigger Objectives with Rules criteria (examples):

⋅ Individuals (player variables) - No modifications needed (player source already required).

┋All players (global variables) - Make Rules spawn an object for all players to interact (e.g., Trigger Volume).

∴ Teams (team variables) - Make Rules teleport team members to interact with a hidden object.


Manage Quests

Each quest has its own card and appears in a vertical list. Order can not be changed, but it does not affect when a quest will be triggered.

The Game Maker 0.11 Objectives System update brings a few changes, but nearly identical UI.

Information for the Player UI


Quest States

GAME MAKER 0.11 - PLAYER SOURCE & MESSAGES IN FOR MULTIPLAYER

Every message received by Objectives must include player source data to change the quest state for every applicable player.

This note applies to every item highlighted below.

1. Unlock Quest

  • - Waits for a specified Message to be unlocked

2. Launch Quest

  • Auto Launch - Automatically launches the Quest if it is unlocked

  • - Waits for a specified Message to launch if unlocked

3. Quest Type

The four types of Quests available are Counter, Asset Death, Timer, and .

4. Quest Completion

Once the condition for the Quest type is met:

  • Auto Completion - The Quest instantly completes

  • - A specified Message is still required to complete the Quest

The Wait for Input option was removed in Game Maker 0.11. This can be replaced with the Requires Message quest type.

5. Action After Completion

Once the Quest is completed:

  • Send Message - A Message will be sent, which can trigger a new Quest or other logic

The End Game option has been removed in 0.11. This should be handled by triggering a Victory or Defeat component directly.

The Nothing option was removed in Game Maker 0.11 since it is redundant.


Quest Types

The use cases noted for each quest type are only a few ideas to get you started.

Counter Quest

The player must collect or destroy a specified number of objects that have a specified tag.

Collected Objects

Use Cases:

  • Collect the same item as a side Quest, such as voxelite

  • Collect different items for a combined purpose, such as recipe ingredients, machine parts, etc.

Object Deaths

Use Cases:

  • Destroy the same type of enemies

  • Destroy a variety of enemies in a room

  • Destroy objects to propel a narrative (e.g., rocks to escape a cave)

  • Destroy relay objects to kill a more powerful enemy (boss fight)

NOTE

The Health Component includes a parameter Invincible, which must be set to False in order for it to be possible to destroy the object and make it count toward the Quest condition.

Asset Death Quest

The player must destroy a specific object.

Click on the Asset to Watch field to open a window and select a specific object you have placed in the Experience.

Use Cases:

  • Boss fight, single enemy

  • Boss fight, multiple "holograms," one target

  • Destroy a specific object as part of a narrative

NOTE

Timer Quest

The player must complete a condition during a specified time limit (seconds) with a goal to survive, defend, or receive a Message.

The Game Rules system can also be used to display timers and text, as well as trigger consequences if the player does not complete a task in time.

Survive

Set the Seconds to wait as the timer and select Survive from the Goal dropdown.

The player must not die during that time period.

Use Cases:

  • Boss fight where a door will open if the player can survive, or else they have to take a different route

  • Fight an enemy horde

Defend

Set the Seconds to wait as the timer and select Defend from the Goal dropdown.

The player must not allow a target object to be destroyed during that time period.

Use Cases:

  • Protect an important NPC in the narrative

  • Protect an important item in a narrative from enemy attacks during a battle scene (e.g., castle gate)

CONSEQUENCES

There is no built in consequence for failing a Survive or Defend Timer Quest except that the Action After Completion will not be executed.

If the Action After Completion is set to Send Message, you can create a custom consequence that occurs when the message is NOT received by an object in time.

Message Needed

Set the Seconds to wait as the timer and select Message Needed from the Goal dropdown.

Use Cases:

  • Timed parkour race

  • Timed fetch Quest

  • Timed collect Quest

The difference between a Message Needed Timer Quest and a Wait for Message Quest is that a timer appears in the UI and the quest will not complete if the message is not recived before it runs out.

Wait for Message Quest

The player's actions must trigger a specified Message to be received.

Set a Message to receive. Place an object in the game world for players to interact with (pressing E to send the Interact message, detection, collection, etc). The player must trigger the message to be sent to Objectives to complete the quest.

Use Cases:

  • Detect a pickable item or the player's avatar at a location

  • Quest driven by an NPC's Asker Behaviour responses

  • Points of interest Quest

This is the most commonly used Quest type due to its flexibility. There are multiple ways to send a message through the player's actions.

The Quest description must clearly describe what the player must do so the message required will be triggered.

GAME MAKER 0.11 UPDATE - PLAYER SOURCE REQUIRED

For multiplayer games, the new Objectives System requires messages to be sent to Objectives from direct player interaction (Asker, Trigger Volume, Button, etc). This ensures player source data is sent to Objectives so the correct players will experience changed quest states.


Migration to 0.11 Objectives

When you open an Experience built before Game Maker 0.11 and open the Objectives window, you will be prompted to migrate to the new Objectives system.

GAME MAKER 0.11 - RETROCOMPATIBILITY

The legacy Objectives system is still supported in 0.11, so you will not be required to migrate.

Migration Helper

If you choose to migrate to the new Objectives system, a helper will appear after quest data is migrated. It will highlight any quests that require manual adjustments to meet requirements of the new multiplayer compatible Objectives system.

Some quest functions could not be adapted to the multiplayer structure and have been modified or removed, but changes are minimal.

Info boxes added to this page provide more detailed explanations of what has changed in the update.

The most important change when migrating is to ensure that for multiplayer games, messages sent to Objectives have a player source for every player who should experience a change in quest status (unlock, launch, completion, post-completion), and players who should not have no way to trigger the message. Player source data is automatically sent with a message upon player interaction (detection, object interaction, etc).

behaviours can be triggered in a sequence for conversations with NPCs and result in quest state changes

component can apply icons for quest givers, receivers, and objectives to make these objects easier to find in the game world

SP and MP behaviours and components Game Rules

SP behaviours and components MP behaviours and components Game Rules

SP and MP behaviours and components Game Rules

SP behaviours and components MP behaviours and components Game Rules

Add Quest

Delete Quest

Collapsed Quest Card

Expanded Quest Card

Quest Name Maximum Characters: 20

Quest Description Maximum Characters: 160

The Auto Unlock option was removed in Game Maker 0.11. Use the rule to send the Required Message to Objectives.

Select CollectedObjects from the dropdown, set the tag to count, and set the amount required. Place at least the specified amount of objects in the game world, each with a , and the noted in the Quest applied.

Select Deaths from dropdown, set the tag to count, and set the amount required. Place at least the specified amount of objects in the game world, each with a and the noted in the Quest applied.

If you place an Asset multiple times in Experience, each will be a unique object with the same name. To make it easy to find a specific instance of an asset in the popup window, rename the object in the or the Properties Panel first.

The player's actions must trigger a Message during the specified time period. (0.11 Multiplayer) The message must be sent through direct player interaction to include player source data.

Timed quiz given by an NPC with aif completed successfully

See for multiplayer quest use cases and tips.

Asker
Indicator
✅
✅
✅
❌
❌
✅
✅
❌
✅
✅
⚠️
Collectible Component
Tag
Health Component
Tag
reward
#onplayerjoin-1
Objectives System Port
Multiplayer Compatible Quests (0.11)
Hierarchy
Player Screen: Quest banner (center) and UI (right)
Game Maker 0.11 Objectives Window
0.11 version notes