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Quest Marker Tutorial - How to show available quests to your players using the event system


Mcadams
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Wassup.

 

In this tutorial I'll show you how to make quest markers in Intersect using the event system. By quest markers, I mean symbols that appear above an event/NPCs head that signify if they have a quest available, if they will have on available in the future, if you're currently on their quest, and if you can complete their quest.

 

EagerDefenselessGander-size_restricted.g VerifiableBlueIguana-size_restricted.gif SilentLastingKilldeer-size_restricted.gi IncredibleCraftyChameleon-size_restricte

 

I. Animations/Art

As far as art goes, you're going to need four different animations. They don't need to be actually animated, but they need to be created as "animations" in your editor.

Spoiler

 

 

  • One for quests that the player can't start yet ElasticPaleEstuarinecrocodile-size_restricted.gif
  • One for quests the player can start FocusedFlusteredChafer-size_restricted.g
  • One for quests that are in progress SaneAnchoredGlassfrog-size_restricted.gi
  • One for quests that are completed and can be turned in InexperiencedFlippantGourami-size_restri

Feel free to use these in your game! 

https://imgur.com/a/Cl85j4m

Make sure that they're named and organized decently so that it's quick and easy to make the event and sort the animations. WYmbuAy.png

 

 

II. Quest setup

Before we can start with the quest markers, we need a quest. I'll be making a one-step quest for this example for simplicity's sake

Spoiler

 

 

qLIP9XM.png 

 

1. Go to quest requirements, and make a requirement for the quest to be started. If you have a storyline for your game, you'll usually want to tie quests together by making them not available until you complete a quest before it. For this example, the only requirement will be that the player has to be level 5. Hit "Edit Quest Requirements"

2. In the Dynamic Requirements window, click, click "Add List" to create a new condition list, and then "Add Condition"

3. In the Add/Edit Condition window, set the condition type to what you want the requirement to start the quest to be. For this, we'll be making Level or Stat "Level" be greater than or equal to 5, which essentially lets anyone level 5 and higher start the quest.

 

In order to do quest markers effectively, your quest needs to have at least two tasks. The last task of your quest should always be to return to whoever gave you the quest (if you wish to use a quest complete marker)

 

4. Click "Add Task" and create the task for the quest. In this quest, we'll have the player collect 4 bags of supplies.

FNUCTkj.png

 

5. Click "Add Task" again, and create a task to return to whoever gives the player the task. For this example, we'll have the player return to Lieutenant Snider.

UEPlzPc.png

 

6. Your quest task should look something like this. Once this is all set, edit the quest completion event to whatever you want for rewards, experience, switches to trigger, etc. Once that's done press save.

F0hwLq8.png

 

 

 

 

III. Quest Event setup

Now that your quest is created, we can make the event for it.

Spoiler

 

5Yu9wad.png

1. Create an event on the map where you want the quest giver to be.

2. Add a conditional branch, checking if the player is able to start the quest. If they are, have them be shown the offer window (Start Quest, checkoff "Show Offer Window?" option)

3. Then, add another conditional branch that checks if the player is on the quest step that requires them to return to the quest giver. If they are, have it complete that task, which will in turn complete the quest.

4. Save your quest event, and now you're ready to move on to the third step.

Mqq1ezt.png

 

 

IV. Quest Marker Event setup

Now that your quest and quest event are finally all good to go, time to do what we came here to do — make quest markers.

Spoiler

 

1. Create an event above your quest event — the distance above depends on the size of your animations. Two spaces up works great for mine.

HJl8EYp.png

 

2. For this event, create five pages. One for the quest existing but not able to be started, one for the quest able to be started, one for the quest in progress, one for the quest able to be turned in, and the last for the quest completely done and completed.

3. For the each page, hide the event name and make them passable. For organizations sake, I'll refer to the five pages as CantStartYet, CanStart, Progress, TurnIn, and Completed. 

4. For the first page (CantStartYet), set the animation to the quest marker that shows there's a quest, but the player does not meet the requirements to start it yet. Do not put in any spawn conditions as this is the default page.

5. For the second page (CanStart), set the animation to the quest marker that shows there's a quest that the player can start. Set the spawn condition to "Player Can Start Quest (Test Quest)"

TOdgKPT.png

6. For the third page (InProgress), set the animation to the quest marker that shows the player started the quest, but the quest is not ready to be turned in. Set the spawn condition to "Player Quest In Progress (Test Quest, On Task > The first of the two tasks [Gather Items])"

K5UBDLn.png

 

7. For the fourth page (TurnIn), set the animation to the quest marker that shows that all the quest's task are done and ready to be turned in. Remember earlier when we added a quest task to return to the quest giver? We use that here. Set the spawn condition to "Player Quest In Progress (Test Quest, On Task > Final Task [which is to go back and talk to the quest giver])

qH6ggXu.png

 

8. For the fifth and final page (Completed), set the animation to nothing, so that there is no symbol above the quest giver when the quest is all done. Set the spawn condition to "Player Completed Quest (Test Quest)" so that the quest giver only shows nothing when the quest is all done and turned in succesfully.

cE6O7KH.png

 

That's it! Time to make sure everything works.

 

 

 

 

V. Result

Assuming you've followed every step correctly, this should be your end result!

 

Lieutenant Snider is offering a quest, but my character isn't level 5, so I can't start it. However, I know that there is a quest there I will eventually be able to start!

BUEUR5L.png EagerDefenselessGander-size_restricted.g

Thanks to some useful admin commands, I can make my character level 5, and boom! Now the marker is yellow, changing animations and showing I can start a quest there.

AD7vEDl.png  VerifiableBlueIguana-size_restricted.gif

Talking to Lieutenant Snider, he offers me a quest, and I accept it.

44vS5W2.png

 

Now that I've started the quest, the marker changes, showing me I have a quest in progress, but I haven't done everything it asks me to do yet.

SilentLastingKilldeer-size_restricted.gi

 

After doing what the quest asks (collecting four of an item) I will be on the final task, which will be to turn in the items and complete the quest. The marker will change for a fourth time to show that the quest is ready to be turned in.

IncredibleCraftyChameleon-size_restricte

 

After talking to Lieutenant Snider with the quest on its final step, the quest will complete, and the marker will disappear, showing that there's no more quests available at the npc.

Zr2KSLl.png

 

That's it! If you have any questions on the guide or are stuck on a part, feel free to shoot me a PM on here or Discord, or post a question below. Thanks!

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5 minutes ago, MCADAMS said:

 

I just took the screenshots and made this guide today in Beta 4.5.

 

I get to here... 6. For the third page (InProgress), set the animation to the quest marker that shows the player started the quest, but the quest is not ready to be turned in. Set the spawn condition to "Player Quest In Progress (Test Quest, First Task) = True" ...and no idea what to do right here?

 

 

lCqq6Iy.png

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6 minutes ago, TheSandersGuy said:

 

I get to here... 6. For the third page (InProgress), set the animation to the quest marker that shows the player started the quest, but the quest is not ready to be turned in. Set the spawn condition to "Player Quest In Progress (Test Quest, First Task) = True" ...and no idea what to do right here?

 

 

-snip-

On "Is" set it to "On Task", and set the "Task" to the first step in the quest (which is gather supplies.) This is so that the event knows you're in the middle of doing the quest, but you're not on the last step. By "First Task" I mean the first of the two tasks in the quest, which is to gather supplies. I edited the post to make that part clearer.

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  • 2 weeks later...
7 minutes ago, drucko said:

Well, it dont want to go to the first event it just stays at the last one

Not sure what you mean. Make sure your event pages mimic mine and you have the multiple pages setup.

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  • 6 months later...

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