About: Tutorial 04: Quest Objects   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

So we know how to create a world, make interesting terrain, and throw some enemy dudes at the player. But what if the player wants more motivation for killing monsters than money and XP? For that, we need to assemble quests. Each quest file helps organize both the actions that the game needs to take to progress and the conditions that trigger these actions. Triggers can be set up to do everything from opening doors, to killing objects, to giving Skill Points. For this example, we are going to be working with a simple "go kill the monster that's terrorizing the people" quest. The player starts off by talking to a Villager. When the player talks to the Villager, the Villager tells the player to go kill the Monster. The player then goes and kills the Monster. When the player returns to the Vi

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  • Tutorial 04: Quest Objects
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  • So we know how to create a world, make interesting terrain, and throw some enemy dudes at the player. But what if the player wants more motivation for killing monsters than money and XP? For that, we need to assemble quests. Each quest file helps organize both the actions that the game needs to take to progress and the conditions that trigger these actions. Triggers can be set up to do everything from opening doors, to killing objects, to giving Skill Points. For this example, we are going to be working with a simple "go kill the monster that's terrorizing the people" quest. The player starts off by talking to a Villager. When the player talks to the Villager, the Villager tells the player to go kill the Monster. The player then goes and kills the Monster. When the player returns to the Vi
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  • So we know how to create a world, make interesting terrain, and throw some enemy dudes at the player. But what if the player wants more motivation for killing monsters than money and XP? For that, we need to assemble quests. Each quest file helps organize both the actions that the game needs to take to progress and the conditions that trigger these actions. Triggers can be set up to do everything from opening doors, to killing objects, to giving Skill Points. For this example, we are going to be working with a simple "go kill the monster that's terrorizing the people" quest. The player starts off by talking to a Villager. When the player talks to the Villager, the Villager tells the player to go kill the Monster. The player then goes and kills the Monster. When the player returns to the Villager, the Villager gives the player a reward. The quest and all related database records already exist. All we need to do is place the objects used in that quest into our map, and the quest will run when a player plays on our map.
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