Create Quests

Before continuing, make sure you've carefully read the Quests Overview section and you know the difference between Quests, a Quest Root and Tasks. Once you've done that, open the Preferences Window (⌘ + P) and click on the Quests tab.

(Quests dashboard)

On the top-left corner of the Quests Dashboard there are three buttons with icons. From left to right:

  • Create a Quest Root

  • Create a Task

  • Delete selection

You can drag and drop the different Quest elements and re-order your quests as you want.

The right-most icons indicate if that particular Quest element has some Conditions assigned before they can be Activated, whether it has an On Complete set of Actions and/or an On Fail set of Actions.

For example, the Task tell-the-king-you-rescued-the-princess will invoke a set of Actions when it successfully completes, and the give-the-strange-man-the-tiara will do the same, but also has some Conditions before this quest can be Activated.

When selecting a Task or a Quest Root a small Edit button will appear next to these icons. This allows you to modify the Quests settings, such as the Title, Description, ...

Quests Editor Workflow

Creating Quests should be quick and efficient when prototyping quest-lines. That's why each quest has a property called Internal Name. This property will never be used in your game and is only used for you to easily identify the quest.

Internal Names should have short and concise nomenclature. They can contain spoilers, as they are only used during development.

When creating a new Quest Root or a Task, the system will assign a randomly generated Internal Name. To modify it, simply press Return or double click it to edit it.

Internal Names can only contain alphanumeric characters and spaces are replaced by dashes.

When prototyping stories, don't waste time setting the Title, Description and other quest details. Instead focus on creating a robust quest line structure using the Internal Name properties. Once your story makes sense, you can fill the details.

Debugging at Runtime

You can open the Quests Dashboard during runtime and its behavior will change.

Each icon will have its own color, depending on the state of the Quest element and its automatically updated.

  • Grey: Inactive

  • Blue: Active

  • Green: Complete

  • Red: Failed

  • Orange: Abandoned

Incremental Quests will also display a green bar with the fulfilled percentage. More information about incremental quests here.

It is highly recommended that you have this Quests Dashboard open when testing your storylines.