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Mastering LibGDX Game Development

You're reading from   Mastering LibGDX Game Development Leverage the power of LibGDX to create a fully functional, customizable RPG game for your own commercial title

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Product type Paperback
Published in Nov 2015
Publisher
ISBN-13 9781785289361
Length 420 pages
Edition 1st Edition
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Author (1):
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Patrick Hoey Patrick Hoey
Author Profile Icon Patrick Hoey
Patrick Hoey
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Table of Contents (12) Chapters Close

Preface 1. As the Prophecy Foretold, a Hero is Born 2. Welcome to the Land of BludBourne FREE CHAPTER 3. It's Pretty Lonely in BludBourne… 4. Where Do I Put My Stuff? 5. Time to Breathe Some Life into This Town 6. So Many Quests, So Little Time… 7. Time to Show These Monsters Who's the Boss 8. Oh, No! Looks Like Drama! 9. Time to Set the Mood 10. Prophecy Fulfilled, Our Hero Awaits the Next Adventure Index

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...

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