@iryan I've made conversations and shops for maps, but I haven't investigated quests themselves. Most of my quests would be to kill x monster or amount of x monsters to receive specific item or random item rewards and turning in items for items.
Darkelf wrote:
best way to learn is just sit down with Siege Editor 2.. start with a new section, find the terrain in the side menu and clik on one and the viewer will pop up and show u what the art looks like, make sure u in placement mode and just start placing some grass and some road, building etc and save a small map load the map and see your results.... and go from there. even if u place only 1 section of grass...u will have achieved more than most have, so there is no such thing as failure.
Yeah, and the generic sets seem to be the best to start off with imo.
The quest giver will ask you to kill 3 monsters for him and then give you a reward.
- The quest has two tasks.
- Redundancy check to prevent you from killing the monsters and then asking for the quest (simply by making the monsters non-hostile until the quest is given. You can also make them invisible as well until the quest is given).
- Minimap quest icons.
- Quest icons that change at each stage.
- The quest giver will say something different at each step of the quest (four conversations in total).
- A talk flick controls the quest and will send an activate to a change property command which will make the monsters hostile once the quest is accepted, each monster's death will activate an accumulate trigger which will in turn activate a quest bit to complete the first task of the quest and start the second task. Finally talking to the quest giver will cause the flick to activate a reward generator.
I know Sharkulls' excellent tutorial map also features quests but everything in this small map is geared around the quest so that it can easily be seen how everything is done. It also shows how a small map can be started and it consists of only 3 nodes (16x16). Total construction time about 2 hours including testing and debugging (the map itself only took less than 5 minutes, including generating the radar).
Here's a small demo map showing how a secondary quest is implemented.
http://www.siegetheday.org/~iryan/files/Quest_Demo_Map.ds2res
The quest giver will ask you to kill 3 monsters for him and then give you a reward.
- The quest has two tasks.
- Redundancy check to prevent you from killing the monsters and then asking for the quest (simply by making the monsters non-hostile until the quest is given. You can also make them invisible as well until the quest is given).
- Minimap quest icons.
- Quest icons that change at each stage.
- The quest giver will say something different at each step of the quest (four conversations in total).
- A talk flick controls the quest and will send an activate to a change property command which will make the monsters hostile once the quest is accepted, each monster's death will activate an accumulate trigger which will in turn activate a quest bit to complete the first task of the quest and start the second task. Finally talking to the quest giver will cause the flick to activate a reward generator.
I know Sharkulls' excellent tutorial map also features quests but everything in this small map is geared around the quest so that it can easily be seen how everything is done. It also shows how a small map can be started and it consists of only 3 nodes (16x16). Total construction time about 2 hours including testing and debugging (the map itself only took less than 5 minutes, including generating the radar).