Game development: struct to define a quest in RPG

Hi all
I have been thinking about this for some months, but I can’t get a
solution. I need to define a data structure to represent a Fallout-like
quest: what to do (kill, get something) and what you get (exp, things).
Any idea will be welcome.–
Roger D. Vargas | "Humans have so many emotions, Artoo. And most
VQt Development Team | seem to cause them pain. I do not understand,
http://vqt.sourceforge.net | but I’m glad I have none. And yet – I can’t help
wondering sometimes… what it would be like."
C-3PO, Protocol Droid. Star Wars 2: World of Fire.

I have been thinking about this for some months, but I can’t get a
solution. I need to define a data structure to represent a Fallout-like
quest: what to do (kill, get something) and what you get (exp, things).
Any idea will be welcome.
My way to do such things is to assign scripts to the key persons and
objects of such quest, which may reference to a central script with the
mission. This could look the following way: You talk to someone, who
gives the player the quest, like killing someone. This dialog script sets
the quest assigned flag on TRUE. After meeting the person, it can react
on this fact and be killed (Before, it is a non attackable civilist, e.g.).
After killing him/her, another script adds the experience points and
special actions, like setting a quest completed flag on TRUE, after which
the player can be reqarded from the quest master. This system is very
flexible and expandable, much better than hard coding it in the game
code itself.

Hope that helps,
Andreas Podgurski

Hi all
I have been thinking about this for some months, but I can’t get a
solution. I need to define a data structure to represent a Fallout-like
quest: what to do (kill, get something) and what you get (exp, things).
Any idea will be welcome.

You’d define a list of event flags that have the status of specific event
triggers that are supposed to happen in the course of the quest, e.g.
obtaining a specific item, killing a specific monster, talking to a
person, and so forth. Also keep a portion of the data structure that
determines what you get on quest completion, i.e. a certain set of event
flags is marked as accomplished. A quest could end a number of different
ways depending on how the quest gets completed…

One way I’ve thought of making a script engine for quests in an RPG would
be to use a Lisp-like language to store lists of events…On Sat, 27 Jan 2001, Roger D. Vargas wrote:


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