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Dev Blog 12/29/2016 - Quests


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Questing Added!

December 29th 2016



So over the past few weeks I've graduated college and I have endured the Christmas holiday (mainly unscathed). Now that things have calmed down a little I have a few Intersect updates to share, solely, that the quest system has been completed. So without further ado, here is the system :D



Each quest can have any number of tasks



Quests have events that can be ran when quests are started, ended, or when tasks are completed:



Tasks include killing npcs, gathering items, and interacting with events



Event driven tasks can handle all kinds of objectives like reaching a map, talking to a npc, solving a puzzle, leveling up, logging in X times, etc, etc


Quests can be started via Events


You can choose for the player to have the option of accepting or you can force a quest onto them



The client has a cool quest log

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There are some features not shown. Obviously event conditions have been expended to include quest options such as checking to see if a quest can be started, if its in progress, if its been completed, or if its on or past a certain task. Your whole game world can change and bend based on the quests a player has accomplished.


You have a whole event that gets ran when a quest ends. You can use that event to give the player items, warp them, set event switches and a whole lot more. Using events allows this system to be really powerful and we hope you all use it to it's full potential :) 


Whats next?

Make sure to check out the Intersect Road Map as for what features we have next planned in line! We are going to be fixing all reported bugs and then getting another release out to you all. After that we are going to explore adding multi-language support to Intersect and going from there.


As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!

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