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Quests

Check here to see whats currently being developed for WoP, or post here if you are developing something for WoP. (Remember to keep all code clean and readable)

Moderators: zeke, Aradan

Quests

Postby mccragge on Sun May 31, 2009 5:07 pm

Since we have decided to develop the Quest system, it seems only appropriate that it goes in the development section of the forum.

So, to start with I think we need to figure out what exactly we want to do with quests, sort of map out the whole thing before we start scripting anything. So, some questing ideas.

Monster Killing
Item Retrieving
Escorting

I am sure there is more to the list, but that is just a start.

Also something to think about is figuring out how monsters can drop items when killed will go a long way to getting the quests done too.

McCragge
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Re: Quests

Postby jpoisson on Mon Jun 01, 2009 2:40 am

I was doing some reasearch and here is a Wikipedia of Quest (gaming)
http://en.wikipedia.org/wiki/Quest_(gaming)

It explains the different types of quest and some thter basic stuff we should already know.
Now to create a quest system we need at least 2 tables with possibility of using 3 or 4. But to get back on topic our first table should be called phaos_quest, and this will be the table that actually holds all the quest with in it.
now for fields to fill our table we should try to create something like this. (this is using just the 2 tables method)

id | quest_type | status | req_exp or req_lvl | req_skill_level (depends on what extra skills you add) | npc | start_msg | finish_msg |not_able_msg | objective_monster | objective_item(s) | objective_npc |

This is just a quick write up I mean it is a start....

Now for an idea for the second table we SHOULD use this table to keep the data recorded for each quest. and have a name like phaos_char_quest.

char_id | quest_id | kill_count | collect_item | meet_npc | reward_item | reward_exp | reward_gold

That again is all quick write ups and it i hope it inspires you guys to elaborate onto it.
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Re: Quests

Postby Altfuture on Mon Jun 01, 2009 7:53 pm

I like the two tables idea. You could make more tables, maybe have a table of each type of quest, for example, an escort quest will have different paremters than a simple take this here and get this gold quest. It depends on how many varietys and the complexity of the quest.

Here is my recommendation for the two tables (very similar to above).

phoas_quests

id
quest_type
start_tile
finish_tile
quest_time
req_xp
req_skill_level
quest_npc
start_msg
not_able_msg
finish_msg
ob_monster
ob_item
ob_npc



I was not sure of the status field used by jpoisson, so I left that one out.

I added the tile start id/end id and the quest_time fields so that we can check if they are in the right place to do the quest and we can also set a time limit on a quest.


phaos_char_quest

id
quest_id
start_time
finish_time
kill_count
collect_item
meet_npc
reward_item
reward_exp
reward_gold

If we want a large variety of quests, then we will need to increase the fields in the tables to accomodate this.
It looks like a good start though.

Tim
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Re: Quests

Postby mccragge on Tue Jun 02, 2009 1:58 am

I think what we should do is keep it simple to start. We can always make it more complex later after we get the basic quests to work.

So we should at first concentrate on the simple ones like, go here kill that, or something similiar.

McCragge
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Re: Quests

Postby DaWolf on Tue Jun 02, 2009 2:14 am

agree with mccragge, add the basics of just getting and giving quests to players, and once we have it so a player can successfully turn in a basic quest, we can expand upon it, but right now I'd just love the ability to have my players get a quest cause that is there biggest pet peeve right now.
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Re: Quests

Postby Altfuture on Tue Jun 02, 2009 8:10 pm

We can stick with the two tables we have. Then we can build on them.

One Question we have not answered is HOW do people get the opportunity to do a quest.
I presume they either land on a certain tile or speak to an NPC.

Either way, the map needs to account for this and redirect them to the Quest page.

We can do it on the travel.php page with the phaos_locations SQL table.

I changed my script, so that if if buildings and pass = yes, then it shows a page via the special field in Sql (its just a url).
So, using this format or any of formula you want in the SQL database, when a player lands on a tile, they get the quest page.
Thats good for tile quests, but I am not sure how you want to do a meet with an NPC quest. If the NPC is not moving, you can do the same, if he is moving, like a monster, then we have to add another field to the phaos_characters table I guess.

Tim
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Re: Quests

Postby DaWolf on Tue Jun 02, 2009 10:18 pm

I have it so that it checks on travel.php if phaos_npcs checks location, if there is an NPC at that location, a mouth appears on travel.php that brings them to a page they can talk to NPCs at and they start the conversation, you could easily allow it to move npcs around.

but that's how I do it, almost my entire site is ran through Travel, you have a link that looks like a backpack for character, you have quest book, you have explore, enter, pvp, and talk with npcs

but yeah.
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Re: Quests

Postby mccragge on Wed Jun 03, 2009 12:42 am

For ease of use and to get things rolling, why don't we stick with the typical, "go to inn, talk to npc" formula of getting a quest. When we get that to work then we can get all fancy with it by adding all sorts of neat stuff.

McCragge
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Re: Quests

Postby mccragge on Fri Jun 05, 2009 2:20 am

Ok, I think the easiest quest type to start coding would be a "kill so many of this monster type"

So let's say we talk to our NPC, he gives us the option to kill 5 goblins. We then go about find and kill 5 goblins, we then come back talk to the NPC and reward recieved.

So, how do we go about making this work? I am sure we can do it with just the two databases above...as well as adding a few new fields to the character/monster database.

* we would need to have the NPC be able to give the quest and recognize that the quest is complete.
* We need a way for the character to record goblin kills, but only when on the quest
* we need a way for goblins to be unique so that when killed and the character is on that specific quest it is recorded as a kill
* we would need record keeping for the player stating how many goblins killed and how many more need killin' 1/5 for example, and a quest log to keep track of current and completed quests.

Seems easy enough.

McCragge
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Re: Quests

Postby jpoisson on Mon Jun 08, 2009 5:26 am

Ok, sorry about not doing any responses. I have just got back home and the trip quoted unique. I am back and ready to join in. Ok so in my defence the status was ment for the quest itself wether it was active, n/a, finished, etc. the options are endless. anywho I am just browsing through some code.

Goals for today : getting the user to change the status of the quest.
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Re: Quests

Postby Altfuture on Fri Jun 19, 2009 11:33 pm

Just started looking into quests (sorry, long delay) and i noticed the quest tables already there, but no quest php pages.
So I went and checked my kallen version and yes, they have the quest pages.
Now there is some differance between Kallen and WOP, but it would be easier to just convert the kallen quest pages to WOP?

Going to take a look
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Re: Quests

Postby DaWolf on Sat Jun 20, 2009 8:25 am

AltFuture, Kallen's quest system is not functioning, I know because I use a lot of Kallens code old and new, it has the basic framework started correctly, but it does not work to actually go from when you get the quest, to completing it, it doesn't work appropriately.
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Re: Quests

Postby jpoisson on Sat Sep 19, 2009 4:15 pm

HEY GUYS i HAVE BEEN WORKING ON MY OWN PROJECT... outside of the phaos engine and It wont be hard to get this quest part up. everyone post here if interest in helping aid in the development of the quest system.
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Re: Quests

Postby mccragge on Mon Sep 21, 2009 3:15 am

Well of course we are all interested :)
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Re: Quests

Postby jpoisson on Thu Sep 24, 2009 7:24 am

lol, long time no speak :) sorry for my absence i also just finished moving into a new house and am looking forward to moving again for college in jan so :) always busy life style.

Now as for what we were doing really we should break it up into smaller task.

1) User Interaction
--> This defines how the user will interact with the NPC and how the user will complete the quest.

2) Quest framework
--> This involves the basic acceptance and completion of the quest. As well as a easy to use interface where the ability to add quest is very possible.
--> as well it should be designed in a way where we can either add onto the code or design a plugin system so we can always add further advances.

3) Gaming interactions
--> This is basically how do quest effect the game whether it is by adding specific monsters or special items this need to be defined early on so we don't over look it.

4) Submitting our work...
--> we need a place we can submit our work and basically have one person work on a specific task at a time.
ex.
Quest Team Manager (In charge of organizing the quest integration development system)
(Head) Graphical Designer (assigned by the QTM, and is in charge of making sure all graphical needs are met in time of their dead lines.)
(Head) Web designer (Assigned by QTM, Is oversight of how the look of the questing system should look. *The look will be discussed through a series of forum postings and such*)
(head)Web Developer (Assigned by the QTM, is in charge of making sure all server-side scripts are ready for production by deadlines.)

Each of these head positions will have teams of their own who they recruit or assign themselves. but The only way I can see us finishing this Gaming Framework is by organizing ourselves into teams. I wish I could get Zeke here so we can get his insight because He is the creator and this is his baby not ours and we would really like for him to be apart of the development.

personally I would make these job titles for the entirety of the game but it would take about 10+ people to get this gaming community back in production. Unfortunately I really don't know anyone I can recruit to help us except for a few really good game testers but other then that... We need to figure out what we are going to do about this.
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