Chapter 6. So Many Quests, So Little Time…
As we begin to flesh out the remaining features of BludBourne, this chapter in particular will focus on a core staple in most RPGs—the quest system. A quest system defines the parameters for leveling a player character, with adventures such as saving a princess or collecting animal carcasses. The quest rewards for completion typically include gold, experience points, and other items in the game world. In this chapter, you will learn a data structure used for quests, the dependency graph, and also a few types of implemented quests to give you reference implementations for your own game.
In summary, we will cover the following topics in this chapter:
- The theory of dependency graphs
- The dependency graph implementation
- QuestUI
- The steps involved in creating a quest
We will start by first describing the theory behind the dependency graph and explain why this data structure is applicable for quest management. After discussing the theory...