6 years ago

I thought I'd first ask before developing something that exists, a Quest Planner. I know there are tons of tools that can generate quests, but I have custom requirements. If it ticks your fancy, please read the article.


So I am more an engineer than an artist, and setting up quests feels like a very dunting task, but every designer/developer needs to have the quests laid out, else the game might not make sense, and my preference is to have atleast 80% of the plan ready before proceeding.... But doing this also takes long. There are quest generators, but they do pretty much their own thing, I want more a quest planner to build my own quests, yet still be allowed to "Generate" some content to an extent.

I have read many of those Procedural Quest Generation White papers to a point where I cant even remember how many, where or what I took from what, but the point is, I have an idea.

I want to make my own "Quest Planner" Program. That I will provide data, my world locations, entities (such as people and intactable objects) and special items that the player will collect during the course of the game.

I have a concept sheet in google sheets here : https://docs.google.com/spreadsheets/d/1N-FSqu6K4akFdyMOOkBnvmLgJ7fiHdROD1jpHaK7QC8/edit?usp=sharing

It has some base data of Diablo 2, the first quest.

It shows how breaking up the quest in actions like "Take, Goto, Interact, etc" can make the quest builder into a parts and allow you to build up a long sequences of steps. Thus you can "quickly" plan your real game quest. I want to take it a step further and export this list for my game engine, but that might differ to case.

I would like to build a generic planner, and share with any interested parties. Maybe other developers can expand this idea.
Or maybe someone already has something like this.

I am planning on starting a dev on something like this in the next few days if I dont find something that will work. Please share your take on this.



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