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This question was closed Aug 13, 2015 at 02:34 AM by getyour411 for the following reason:

Too subjective and argumentative

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Question by Babilinski · Jun 25, 2011 at 06:49 AM · c#rpghow-toquest

Creating Quests in Unity

How would I go about creating a quest system in unity with C#

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avatar image Meltdown · Jun 25, 2011 at 07:44 AM 0
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Define what you mean by 'quest' system. What do you want to get out of the system? Have you tried your own simple quest system in C# yet? This is a very open-ended question that needs more clarification.

avatar image GuyTidhar · Jun 25, 2011 at 07:45 AM 0
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Your question is too general. Building such a system is a project to be taken. Try to be more specific. When faced with specific problems, we could surely try and help out.

avatar image Babilinski · Jun 25, 2011 at 03:23 PM 0
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oh well I meed to be able to accept a quest and the the script needs to be smart as two count how many people I killed

avatar image Meltdown · Jun 25, 2011 at 04:53 PM 2
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That sounds simple enough, why don't you implement it in C# yourself then let us know if you get stuck?

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Answer by ckfinite · Jun 25, 2011 at 04:20 PM

Well, since the question is very vague, and I have a lot of time, I will go over the aspects of a quest system that I think you need.

What is important in a quest? Well, you need to have a start, and end, and possibly some conditions as to if you can finish. For example, this could be a quest:

  • At inn, learn that there are creatures menacing the town, and that there is a 100 amount reward for killing 10 of them.

  • A quest description (e.g. how much the quest is worth (100), where it starts (inn), what the objective is (kill 10), and where it ends (inn)),

  • A dialog system, the is flexible enough to display the quest information,

  • A way to give the player that quest description,

  • And last but very much not least, a way of determining when to kick off the dialog.


  • Now go and kill 10 enemies

  • First, you need a HP system, and a method of notifying when a creature is killed

  • Then, you need to notify some sort of quest handler, that checks what the quest needs (in this case, kills) and if there is match with a possible quest event, decrements/increments that number.

  • Once the requisite number of enemies has been killed, show another dialog that you have succeeded, and go back to the start.


  • Go back to the inn and get the reward

  • First, you need a mechanism of determining you are in the inn, in the right spot, which you presumably have from the first step.

  • Then, you need to show a dialog of the reaction to your success

  • Then, add the 100 to the players wallet, then quest over.

In terms of implementation, I would go for a OOP/MVC based system, where the quest description if the model, the view is the GUI, and the controller both updates the view and checks for the objectives. I would have a Quest class that was built up from a string that would describe the quest, and would be changed by the controller. This architecture would also enable quest creation by a writer.---

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Answer by Unamine · Jun 25, 2011 at 05:30 PM

Tutorial rpg full: http://www.burgzergarcade.com/hack-slash-rpg-unity3d-game-engine-tutorial

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avatar image CarlLawl · Jun 25, 2011 at 05:36 PM 4
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There isn't anything that outlines quests in this series, if I'm wrong please be a little more helpful and at least post a link

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Answer by Kikke · Apr 04, 2012 at 03:01 PM

I've just created a code for the quest giver, to show the player if he has a quest or not.

 using UnityEngine;
 using System.Collections;
 
 public class questGiver : MonoBehaviour {
     public bool onQuest;
     
     public GameObject questMark;
     
     public Material questMarkedOn;
     public Material questMarkedOff;
 
     // Update is called once per frame
     void Update () {
         if(onQuest) {
             questMark.renderer.material = questMarkedOn;
         }
         else {
             questMark.renderer.material = questMarkedOff;    
         }
     }
 }


so in the quest marked on you should fill in a Eg. a yellow renderer, and in quest marked on you should fill in a invisible renderer.

and in the quest mark its gonna be your object that could be a 3d question mark. and if the quest giver is on a quest you simply checks on the checkbox saying on quest.

and the quests you would have to create piece for piece.

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avatar image McGivvern · Jun 19, 2012 at 04:54 PM 0
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I started working on a Quest system for my game. If I manage to turn it into, as some call it, a General Solution, I am willing to share for free, but don't hold your breath, since I am a One $$anonymous$$an Development Team, so I need some luck and a few months spare time ;-)

avatar image FearMePanda McGivvern · Feb 01, 2012 at 10:13 AM 0
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busy trying to make one but this one is or showing information.

I'll share if I can get it to work but I'm still quite new to program$$anonymous$$g in unity so don't put your hopes on me ;)

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