Posted May 04, 2024 by ferniss
#quests #state #headaches
I just started brainstorming some quest ideas for the tutorial:
tutorial >
get 2 people to like you = false -- charmer
maxout_1_skill = false, - go getter
ai machine puzzle = false -- technician
obtain_luggage = true -- DIY
recieve_clearence = true -- im a professional
obstain key card= true -- fake id
charm authority = true -- vouged for
charm 2 gangs = false -- vouged for
This is my first attempt at a Quest Sttate:
M.quests = {
["tutorial"] = {
npcs_like_you = {
passed = false,
condtions = {
[1]=false, --1st -- labor003
[2]=false, --2nd -- Eva
[3]=false, --3rd -- corps001
[4]=false, --4th -- security002
[5]=false, --5th -- Doc01
}
}, -- charmer
maxout_skill = {
passed = false,
condtions = {
[1]=false, -- speed
[2]=false, -- strength
[3]=false, -- perception
}
}, -- go getter
ai_puzzle = {
passed = false,
condtions = {
[1]=false, -- flag maintenance
[2]=false, -- "unscrew monitor"
[3]=false, -- help maintenance
}
},
obtain_luggage = {
passed = false,
condtions = {
[1]=false, -- item 1
[2]=false, -- item 2
[3]=false, -- item 3
}
},
I created a level called baggage. The idea is to make it off limits and add more attempts to steal items. I also made it so that if an NPC is watching, the player can only steal 1 item, per attempt. I needed an “Invisible door” in order to navigate from one outside level to another.
Really racking my brain trying to separate game state and update logic.
I was thinking of having a systems folder that imports game state and manipulates it.
have a file for tasks, ai, world, rooms, npcs?? etc…