OpenLink Software

Usage stats on Tutorial 04: Quest Objects

 Permalink

an Entity in Data Space: 134.155.108.49:8890

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

Graph IRICount
http://dbkwik.webdatacommons.org7
Alternative Linked Data Views: ODE     Raw Data in: CXML | CSV | RDF ( N-Triples N3/Turtle JSON XML ) | OData ( Atom JSON ) | Microdata ( JSON HTML) | JSON-LD    About   
This material is Open Knowledge   W3C Semantic Web Technology [RDF Data] This material is Open Knowledge Creative Commons License Valid XHTML + RDFa
This work is licensed under a Creative Commons Attribution-Share Alike 3.0 Unported License.
OpenLink Virtuoso version 07.20.3217, on Linux (x86_64-pc-linux-gnu), Standard Edition
Copyright © 2009-2012 OpenLink Software