Comments (3)
I like the idea of making a base concept that Quests and Achievements extend from. The base could even just be an Achievement, and the Quest would just add a concept of an event or prerequisite that begins the quest, as well as potentially being time-based (i.e., slay the dragon within 3 days or the maiden will perish).
In addition, quests could be attached to entities that give them (a special item, a specific room, or an NPC as mentioned in the examples. And each would have different related commands.
If we go down that route, it'd make sense to have the base achievement and quest class in the core and have related commands be in the core-bundle.
from ranviermud.
Next step: implementing quest commands and having NPCs be quest givers
from ranviermud.
I'm moving Achievements to a separate tasks for the future
from ranviermud.
Related Issues (20)
- Split core into npm module HOT 3
- Rudimentary way to specify other required bundles
- When attempting to lower a positive attribute (e.g. from 5 to 3), Math.min forces it to 0 instead HOT 2
- Question: Integration into existing system HOT 4
- Computed Attributes RFC HOT 9
- NPC properties and inheritance HOT 2
- Scriptable Areas RFC HOT 2
- 3.x TODO List
- Player Character Duplication HOT 1
- Equipment Slot Manager HOT 10
- 3.0 - Help Files (YAML Directories) Not Loading After Data Handling Merge HOT 2
- Comment incorrectly suggests that a tick is "every half second" HOT 4
- NPC Metadata is shared amongst instances of the same NPC HOT 7
- Command Lag
- slack invitation has expired HOT 1
- Last line character cut off using netcat - is this some \n vs \r\n issue? HOT 1
- npm start includes options that aren't supported in the current ranvier script
- How to localize exit names HOT 6
- How to create a dungeon? HOT 1
- find module 'ranvier-telnet' HOT 1
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