RPG Elements?
by Mads Ragnar · in Torque Game Builder · 11/25/2011 (9:25 am) · 3 replies
Hi,
What is the easiest way to make a quest system where the player is given a quest to go to different places and speak with different npc's?
And also is there someway to make dialogues? Chat with an npc? Buying/selling stuff and so on..
How can you make that in TGB?
Thanks,
What is the easiest way to make a quest system where the player is given a quest to go to different places and speak with different npc's?
And also is there someway to make dialogues? Chat with an npc? Buying/selling stuff and so on..
How can you make that in TGB?
Thanks,
#2
Always~
Vickie ;)
11/28/2011 (11:57 am)
you are way too hard on yourself William, thanks for the example!Always~
Vickie ;)
#3
11/29/2011 (6:25 am)
I have made an RPG NPC/chat system for TGB, but it's a bit too complicated to share :/ It uses multiple scene windows and scenegraphs. There may be an easier way to do it using the built in GUI system, I'm not sure.
Associate William Lee Sims
Machine Code Games
$princessQuest = new ScriptObject(); $princessQuest.name = "Find the Princess"; $princessQuest.text = "You need to find the princess in the dungeon!"; $princessQuest.complete = false; $princessQuest.playerHas = false; ... function talkToGuard() { guardSays( $princessQuest.text ); $princessQuest.playerHas = true; putPrincessInDungeon(); } ... function talkToPrincess() { if( $princessQuest.playerHas ) { princessSay( "Thanks for finding me!" ); $princessQuest.complete = true; } else { // Princess is either in the castle or the dungeon. // Since we don't have the quest, she's in the castle. princessSay( "I'm going to explore the dungeon!" ); } }That example is *very* rough... after you design all of your quests, you can build a system that fits your quests and is generic.
You can build dialogs with the GUI system or with the t2dTextObjects in your scene.