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I see, thank you ! I've implemented a quest system myself but it's list based instead of graph based because I was too scared to do editor graph stuff. It kinda works for now but it definitely needs a graph implementation if I'm gonna use it in a bigger project. My implementation is that every quest node is a SO , with a "current state" enum. It also contains references to its own subquests and next quests (which are also the same type of quest node SO). Scene game objects can easily get a reference to the node SO and act accordingly based on the desired state (I mostly just enable/disable game objects ). I will keep your implementation in mind when I eventually tear it all down and build it up again. 

I totally understand that building a new graph system is scary and a big time investment. There are also some assetstore/git packages that do similar things to our system you could check out.
In case you have any more questions on our approach, just ask away.