Quests

See Dialogue in our Narrative Design resources for information about creating engaging dialogue that fits within the technical limits, and communicating plans with a team.

Game Maker Tutorial Templates

Open Game Maker and find tutorials in the Templates tab for hands-on learning. For more details on each quest type, see Objectives documentation.

Counter Quest template

Death Quest template

Message Quest template

How are Quests Used?

Quests/Objectives are one-time-use player objectives that can be used for:

  • guiding players

  • meeting important characters

  • special achievements

  • mass item collection

  • points of interest to encourage exploration

  • guiding players through a linear game flow

  • optional side-quests

  • branching logic based on player actions

  • defending a character or survival during a time limit

  • killing a certain number of enemies or a specific one

  • and more

A player can navigate through a game without quests if dialogue and visual cues are very clear, but quests introduce a polished user interface and the ability to use quest icons to guide them better.

It is recommended to not allow more than 3 quests to be open at a time. Players can scroll through the quest list, but newer players may not be used to using those controls.

Quests Are Compatible with [SP] Logic

Quests only apply to an individual player's actions in Single and Multiplayer Experiences and can be used to track player progression in Seasons and Events.

Crowd Event behaviour can be used in Multiplayer Experiences for a collaborative goal completed through emotes (such as dances) or messages received. It also works in Single Player Experiences.

Quests will be migrated for compatibility with multiplayer logic.

Quest Cursors

The Objectives system sets up the structure of quests, which have a beginning, middle, and end. Use the Indicator component to set quest cursors to appear on objects related to your quest.

Giver - Starts the Quest

If a quest is set to auto launch, the Giver icon will not appear.

PLAYER ICON - EXCLAMATION MARK

  • Directs players to start a quest

  • Appears when a quest is unlocked

  • Disappears when a quest is launched

BUILDER SETUP

Objectives - set the quest conditions

Indicator - apply this component to an object

Click Add+ next to Giver and select the quest name from the dropdown list to make the icon appear above the object during play

Objective - Meets the Condition

PLAYER ICON - TARGET

  • Directs players to locations, collectable objects, enemies to kill, objects to interact with (to send a message), etc.

  • Appears when a quest is launched

  • Disappears when a quest condition is met

BUILDER SETUP

Objectives - set the quest conditions

Indicator - apply this component to one or more objects, which are the condition set in Step 3 of the Quest setup (Quest Type)

Click Add+ next to Objective and select the quest name from the dropdown list to make the icon appear above object(s) during play

Receiver - Closes the Quest

PLAYER ICON - QUESTION MARK

  • Directs players to an object to close the quest

  • Appears when a quest condition is met

  • Disappears when a quest is complete

BUILDER SETUP

Objectives - set up quest conditions

Indicator - apply this component to an object

Click Add+ next to Receiver and select the quest name from the dropdown list to make the icon appear above the object during play

Video: Set Up Quest Indicators

The videos below shows how to set up quest indicators with an older version of Game Maker with a slightly different user interface. Quests are now opened with the Objectives button (previously named Rules).

Dialogue States for Quests

One NPC may need to say different dialogue depending on the state of a quest:

  • Beginning State - An NPC informs players about the quest so they can accept it

  • Middle State - An NPC reminds players they haven't finished the quest yet and may provide a hint

  • End State - Congratulate players if the quest is complete (may suggest where to find a new quest)

Useful Logic

Each state of your dialogue may require more than one chunk of dialogue. See Dialogue Strings & Quizzes for more information.

"Bark" - Get the player's attention

Add a Speaker component to an object, set to detect players, and add text to appear in the box. This may sometimes be used instead of setting up a quest Giver icon.

Dialogue - Inform/hint the player

Add an Asker behaviour to an object, set a question or statement, set player responses, and set messages to be sent if the player selects each response

Toggle Behaviour - Turn on/off or toggle an object's Asker behaviour

Add a Toggle Behaviour component to an object (SP or MP depending on other logic applied to the object) to set messages to turn the object's behaviour on or off or set a message to switch between on and off states. Set the initial state.

This allows you to turn on or off any Asker behaviour dialogue to trigger only the right dialogue needed for the quest state or for a string of dialogue.

Video: Set up Dialogue States

The parkour race video below provides a great explanation of how to set up quest dialogue states.

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Game Maker Tutorial Templates

Open Game Maker and find tutorials in the Templates tab.

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