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Multiplayable Quests

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Level 2
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May 21, 2009
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Was just wondering if there's a way to create a typical RPG quest which 2 or more players can have at the same time, and the players being able to complete and turn in the quest individually.
 
Level 7
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Hey, eKKe

To put it short: Yes, and no. What do I mean? It's possible to assign a quest to many different players. In fact, many ORPGs have already accomplished this. However, allow me to break your query up into two parts and respond to each individually:

• "2 or more players can have at the same time"
Quests are, by default, universal. In other words, while one player might not be able to finish or complete a quest because of set conditions, he can still see and access it in the quest menu. This makes it so that, no matter how many players you have, all can share a common quest.

• "the players being able to complete and turn in the quest individually"
This is where it gets a bit tricky. As mentioned before, while all players can share a common quest, set conditions can prevent one or more of them from completing it. However, it's still, more or less, impossible to have a single quest being completed in different ways by different players. Once a quest is completed, it's completed. So you'd have to use an alternative. Are there alternatives? Yes, but very few and most are unfavourable. Allow me to list a few:
• Different 'version' of the quest for each player. What do I mean by this? To create the same quest multiple times over, each with a different assigned index variable (e.g: Quest[1], Quest [2] e.t.c). However, this will cause a few problems. The most obvious one being if there are many players, then it will look as though you've spammed the quest menu, and it will also overcomplicate things.
• Instead of having each player accomplish the quest differently, have each be able to accomplish a different goal or objective in the quest. In other words, the quest can be made up of "sub-quests"; unlike quests, these can be accomplished and turned in by any player.

There are a few others, but they aren't too hard to think of. Still, if you're still encountering problems, please, feel free to contact me, and I'll help you. I know how annoying these problems can be. Hope everything works! :wink:
 
Level 2
Joined
May 21, 2009
Messages
12
• "2 or more players can have at the same time"
Quests are, by default, universal. In other words, while one player might not be able to finish or complete a quest because of set conditions, he can still see and access it in the quest menu. This makes it so that, no matter how many players you have, all can share a common quest.
By deafault yes, but i have already created a system, sort of like a questlog so players can't see each others quests.

• Different 'version' of the quest for each player. What do I mean by this? To create the same quest multiple times over, each with a different assigned index variable (e.g: Quest[1], Quest [2] e.t.c). However, this will cause a few problems. The most obvious one being if there are many players, then it will look as though you've spammed the quest menu, and it will also overcomplicate things.
It was something like this i was thinking and since I made my own questlog already the spamming in quest menu is solved but i was thinking doesn't this take up ALOT of space in filesize. Never heard anything about triggers taking much or little filesize so I don't know.
 
Level 7
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I don't think triggers take up much file-size. It's primarily things such as imported models, textures, map size, initially placed units and such that do. A very long trigger is actually, in its raw form, merely a lot of text, and so I think a really long trigger would be little more than a few tens of kilobytes. So it could work.
 
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