Setting Up a Quest System in Unreal - Quest Course #1

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Quests are an important part of SO many games! But they can be a bit of a headache to set up, so let's make our own quest system that'll be expandable to fit all your needs, fully object based with the flexibility to script out your individual quests however you want!

Full course here :

Get the project files :

Finished Project :

This video's progress :

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Just found your channel, started two weeks ago.
Thank you for your work!

FOWST
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Man, I love these top tier tutorials!

GrumpyGillsFishing
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We certainly need this instruction on youtube, most questions systems Ive seen tuts for dont seem to scale or are based on some node based editor asset, neither which seem like the best practice but I have no idea. I've been wondering if data tables are really the best way to do this or if there is a way of cpp implementation, reading a .json quest list, or what the best practice for this really is?

robertadams
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Hello bro I have one issiue, You have in material "FinishObjective" In Function Name also in Event Dispacher Name, in my case I can't setup the same name UE send notifcation the "name is in use" ho to do that?

Damian-em
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The best solution for me is to create a counter system that stores a map of counter names to their values, a constraint system that stores an object, constraint names, a set of counters with their values, a logic type, and whether it can be fulfilled or not, with the possibility of inversion. Finally, a quest system would be based on these constraints.

Daronchic
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1:20 you just showed the player's perspective. But you skipped the game/quest designers perspective. Which I think is very important, because when you have good tooling you can make good quests.

I hate it when a tutorial jumps straight into programming. Where is the engineering part? Which tradeoffs are you making? What do other quests systems do? Zero context is provided and its straight to programming.

GC-jmbt
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