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Consecutive Quest/Quest Linking: This is basically a feature where a player has to complete a quest before they are able to unlock a next quest. In the quest creation there will be a field call prerequisite and we can select the quest that needs to be completed before they can take this quest.
Quest only Inventory where all event Items are stored.
A toggle to mark an Event Item so that it doesn't take up an inventory slot
Repeatable Quest, An option to set how many times a player can retake a quest after failing.
An option for the quest to show up again after the player completes it after a set amount of time(bi-weekly, monthly, weekly)
An option to set how many times a player can complete a quest again after completing it.
Quest Release Date and Ending. The timer doesn't work, would like a timer where we can set when this quest shows up publically and when it goes away. Show the item's timer so people are aware when it goes away.
Expring Items: The ability to set when an item will leave the store, two weeks, one month, 3 months. When the timer hits the item is automatically hidden
In Quest creation, Quest and Events will be separate at Wake Island. Events will show up in the Festival Buildings, Quest will show up in the administration building
Dialogs are created elsewhere, On the quest objective section we select Dialogs as an objective and a drop-down to select the dialog folder and then the scene that is created with the ability to set sector and coordinates to trigger this Dialog.
In The Quest creator
When the dialog objective is selected, you can tag multiple scenes from the same dialog Folder.
In the Dialog Editor, you will be asked to create a Dialog Folder
Inside of the Dialog folder, you're asked to create scenes.
Scene creation:
1 Background Image
3 characters
Conversations(Name of Person talking, Text)
Music
3 Responses
Responses will have actions,
These Actions are:
Quest Failed(The ability for a player to fail a quest and only try again or not again depending on what was added into the quest creation)
Collect Item,Jutsu, Bloodline
Complete Objective(So we can use Quest Dialogs as like Quizs)
Complete Quest
Start Battle
Abandon Quest
Quest Arc: The ability for the player to pick a certain quest but when they pick this Quest they are unable to take the other version. So Player takes Quest A and then they are offered the chance in the story to follow path a or path b. If they select path a(Which will be a quest that was already made) they are unable to do path B. These are not shown up at Wake Island but they can only be taken through the ongoing main quest(Quest A)
Go to Next Scene
Unlock Feature
When a feature is unlocked it locks out another feature???(Only needed for the future)
The background will take over the scene, this can probably be done in a pop up similar to the level up pop up that we get.
Characters will then show left or right or in some cases both left and right or all 3 in the center. I think we have have upload sections for each or decide where each character is placed after uploading the image?
Css for the animations? Writing text effect?
Examples of how to display it:
### New Quest Objectives:
Delivery Objective: Delivery Item to AI at Location and can receive an item from that AI using the new Quest Interface
Defeat a certain number of AI based on random encounters
Puzzle Pieces: Collect these pieces of items together to form a full item.
The text was updated successfully, but these errors were encountered:
Consecutive Quest/Quest Linking: This is basically a feature where a player has to complete a quest before they are able to unlock a next quest. In the quest creation there will be a field call prerequisite and we can select the quest that needs to be completed before they can take this quest.
Quest only Inventory where all event Items are stored.
A toggle to mark an Event Item so that it doesn't take up an inventory slot
Repeatable Quest, An option to set how many times a player can retake a quest after failing.
An option for the quest to show up again after the player completes it after a set amount of time(bi-weekly, monthly, weekly)
An option to set how many times a player can complete a quest again after completing it.
Quest Release Date and Ending. The timer doesn't work, would like a timer where we can set when this quest shows up publically and when it goes away. Show the item's timer so people are aware when it goes away.
Expring Items: The ability to set when an item will leave the store, two weeks, one month, 3 months. When the timer hits the item is automatically hidden
In Quest creation, Quest and Events will be separate at Wake Island. Events will show up in the Festival Buildings, Quest will show up in the administration building
Dialogs are created elsewhere, On the quest objective section we select Dialogs as an objective and a drop-down to select the dialog folder and then the scene that is created with the ability to set sector and coordinates to trigger this Dialog.
In The Quest creator
When the dialog objective is selected, you can tag multiple scenes from the same dialog Folder.
In the Dialog Editor, you will be asked to create a Dialog Folder
Inside of the Dialog folder, you're asked to create scenes.
1 Background Image
3 characters
Conversations(Name of Person talking, Text)
Music
3 Responses
Responses will have actions,
These Actions are:
Quest Failed(The ability for a player to fail a quest and only try again or not again depending on what was added into the quest creation)
Collect Item,Jutsu, Bloodline
Complete Objective(So we can use Quest Dialogs as like Quizs)
Complete Quest
Start Battle
Abandon Quest
Quest Arc: The ability for the player to pick a certain quest but when they pick this Quest they are unable to take the other version. So Player takes Quest A and then they are offered the chance in the story to follow path a or path b. If they select path a(Which will be a quest that was already made) they are unable to do path B. These are not shown up at Wake Island but they can only be taken through the ongoing main quest(Quest A)
Go to Next Scene
Unlock Feature
When a feature is unlocked it locks out another feature???(Only needed for the future)
The background will take over the scene, this can probably be done in a pop up similar to the level up pop up that we get.
Characters will then show left or right or in some cases both left and right or all 3 in the center. I think we have have upload sections for each or decide where each character is placed after uploading the image?
Css for the animations? Writing text effect?
Examples of how to display it:
### New Quest Objectives:
The text was updated successfully, but these errors were encountered: