I've been trying to find a tutorial like this for days and this one is so lovely, not too slow, not too fast, explains everything well, can be built upon super well, thank you so much! Adding the little dialogic idea at the end is super appreciated too since that happens to be what i'm using lol
@swydev
2 ай бұрын
Awesome! Glad you found it useful!
@randomnyyStrannik
Ай бұрын
Awesome tutorial, everything is clear and understandable, instant subscribe
@MichaelGame_Dev
2 ай бұрын
Good job with this one. One thing you may want to consider in the future, instead of using a class and inheritance, you may add more flexibility and easier editability with custom resources. You would start with a autoload quest manager similar to what was done here. After that though, I think you'd want a few custom resources. A quest as an overarching resource. It would be made up of a quest giver (probably could be a single variable) then something like quest details (think title, description, maybe even quest giver dialogue), plus quest status to track where it is in your flow. After that you could have a question condition resource with different types of options. You could even keep something like "beat X of monster_type" and have that monster type and int filled in in the resource or potentially use variables in the quest giver to provide those. Finally a quest reward resource. I believe you could use something like resource table to more easily edit all of this info and see it all together for easier editing. It may even be you don't need to separate these out as much like you may not need a quest reward resource to be separate. Just depends on how flexible of a system you need.
@swydev
2 ай бұрын
Great ideas! That could totally work! I guess in this case, the Quest Manager sets the shared data points for all quests, then the actual Quests class is where you'd be able to do things more specific to each type - like your quest resource. Was trying to go for something that was flexible enough to be able to use for any type of quest and easy to trigger with a dialogue system like dialogic or from a collider like in the example so not too much game logic would be inside the system itself. Quests are so tough to generalize because every game will have such different requirements. I think as long as it stays fairly DRY there's not really a wrong way to go about it. I do like how in your example you suggest defining the different types of quest conditions as those could be stacked or mixed and matched to create more complex quest types without having to add new classes to the system each time. Thanks for sharing!!
@Zewofficial
3 ай бұрын
Awesome as always! Good stuff.
@swydev
3 ай бұрын
Appreciate it! Thanks for watching!
@NexusBaum
Ай бұрын
thx for the video!
@najate2
Ай бұрын
Great video!
@t.e.e.j.a.y
2 ай бұрын
Awesome! Loving your vids 😊
@swydev
2 ай бұрын
Glad you like them! Thanks for watching!!!
@FabiodeAlbuquerque
2 ай бұрын
Great video! Exactly what I want.
@swydev
2 ай бұрын
Glad it was helpful! Thanks for watching!
@CaughtByYourself
3 ай бұрын
Awesome straight to the point tutorial as always. For the UI elements maybe set get is better, so you don't run the labels each frame. Maybe another good video 😅
@swydev
3 ай бұрын
Fair enough. Ui wasn’t really the focus here but wouldn’t hurt to use them.
@CaughtByYourself
3 ай бұрын
Yeah sorry, but last time it sparked the static typing video, so I thought giving you ideas might not be the worst 😅
@swydev
3 ай бұрын
For sure! I appreciate it! So far that video has outperformed the rest lol I’ve got some irl work to do first but def a great video idea!
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