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documentation/docs/docs/03-creating-stories/05-questing/02-entity-objectives.mdx
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import Player from "@site/src/components/Player"; | ||
import EntryDisplay from "@site/src/components/EntryDisplay"; | ||
import EntrySearch from "@site/src/components/EntrySearch"; | ||
import Tabs from '@theme/Tabs'; | ||
import TabItem from '@theme/TabItem'; | ||
import Figure from "@site/src/components/Figure"; | ||
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# Entity Objectives | ||
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:::info[Before starting] | ||
We recommend reading the [Questing](./index.mdx) guide before starting this tutorial, as it provides essential background knowledge for understanding [Interact Entity Objectives](../../../adapters/EntityAdapter/entries/quest/interact_entity_objective.mdx). | ||
::: | ||
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In this tutorial, you'll learn how to create and implement [Interact Entity Objectives](../../../adapters/EntityAdapter/entries/quest/interact_entity_objective.mdx), a powerful feature that enhances player guidance to Non-Player Characters (NPCs) in your Minecraft Server. | ||
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## Understanding [Interact Entity Objectives](../../../adapters/EntityAdapter/entries/quest/interact_entity_objective.mdx) | ||
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[Interact Entity Objectives](../../../adapters/EntityAdapter/entries/quest/interact_entity_objective.mdx) are a specific quest objective that involve player interaction with NPCs. | ||
These objectives add depth to Typewriters questing system by creating meaningful encounters and dialogues with characters in your world. | ||
They can range from simple conversations to complex multi-stage interactions that drive your game's narrative forward. | ||
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Key benefits of using [Interact Entity Objectives](../../../adapters/EntityAdapter/entries/quest/interact_entity_objective.mdx) include: | ||
- Creating more immersive and interactive quest lines | ||
- Guiding players through the game world in a natural, story-driven manner | ||
- Providing visual cues to help players identify important NPCs | ||
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## Story Overview | ||
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Let's create a quest called _**"A Sip of Memories"**_ that showcases the use of entity objectives. This quest will guide the player through interactions with different NPCs to complete a heartwarming task. | ||
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<Tabs> | ||
<TabItem value="stage1" label="Introduction" default> | ||
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**Location**: Town square, near a large oak tree | ||
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**Character**: Elias Thornberry (elderly man) | ||
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**Player Actions**: | ||
- Approach and speak to Elias | ||
- Listen to his reminiscence about the tree and his late wife, Rosemary | ||
- Receive the request to fetch water | ||
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**Outcome**: Quest initiated, player directed fetch water from Mira | ||
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**Note**: Players can interact with Mira before meeting Elias, establishing her character and the kiosk's presence in the game world. | ||
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</TabItem> | ||
<TabItem value="stage2" label="Seeking Water"> | ||
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**Location**: Mira's kiosk in the town | ||
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**Character**: Mira Swiftwater (kiosk owner) | ||
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**Player Actions**: | ||
- Approach Mira's kiosk | ||
- Request water for Elias | ||
- Learn the price (20 emeralds) | ||
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**Possible Outcomes**: | ||
1. If player has 20 emeralds: | ||
- Purchase water | ||
- Proceed to Stage 4 | ||
2. If player lacks 20 emeralds: | ||
- Cannot purchase water | ||
- Proceed to Stage 3 | ||
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**Note**: If players return to Elias without water, he responds kindly, maintaining the option to complete the quest later. | ||
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</TabItem> | ||
<TabItem value="stage3" label="Gathering Emeralds"> | ||
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**Location**: Various locations in the game world | ||
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**Player Actions**: | ||
- Explore and complete other tasks to earn emeralds | ||
- Return to Mira's kiosk once 20 emeralds are collected | ||
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**Outcome**: Player can purchase water and proceed to Stage 4 | ||
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**Note**: If players return to Elias without water, he responds kindly, maintaining the option to complete the quest later. | ||
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</TabItem> | ||
<TabItem value="stage4" label="Quest Completion"> | ||
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**Location**: Back at the oak tree in the town square | ||
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**Character**: Elias Thornberry | ||
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**Player Actions**: | ||
- Return to Elias | ||
- Give him the water | ||
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**Outcome**: | ||
- Elias expresses gratitude | ||
- Shares another memory | ||
- Gives player a small reward | ||
- Quest completed | ||
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</TabItem> | ||
<TabItem value="post-quest" label="Post-Quest"> | ||
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**Location**: Oak tree in the town square | ||
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**Character**: Elias Thornberry | ||
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**Player Actions**: | ||
- Return to Elias at any time | ||
- Listen to one of his random monologues about memories, the tree, or life observations | ||
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**Outcome**: Adds depth to the game world and Elias's character | ||
</TabItem> | ||
</Tabs> | ||
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## Configuring the Quest | ||
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### Setup Pages | ||
To bring our quest to life, we need to configure several pages that define the NPCs, their dialogues, and the quest structure. | ||
These pages work together to create a cohesive quest experience: | ||
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<EntryDisplay pages={[ | ||
require("./assets/entity_objectives/ent_obj_manifest.json"), | ||
require("./assets/entity_objectives/ent_obj_sequence.json"), | ||
require("./assets/entity_objectives/ent_obj_static.json"), | ||
]} /> | ||
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## Interact Entity Objective | ||
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[Interact Entity Objectives](../../../adapters/EntityAdapter/entries/quest/interact_entity_objective.mdx) are a powerful tool that allows you to create objectives that require players to interact with specific NPCs. | ||
Here's how to set it up: | ||
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<EntrySearch entryName="interact_entity_objective"/> | ||
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In our _**"A Sip of Memories"**_ quest, we use multiple Interact Entity Objectives for different NPCs at various stages. | ||
For example, we have separate objectives for talking to Elias at the beginning of the quest and when the player returns with the water. | ||
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### Visual Indicators | ||
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The [Interact Entity Objective](../../../adapters/EntityAdapter/entries/quest/interact_entity_objective.mdx) comes with built-in visual cues to guide players: | ||
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- When an objective is active for an NPC, an indicator appears above their head. | ||
- The indicator changes based on whether the player has the quest tracked or not. | ||
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<div className="flex flex-col items-center justify-center space-y-4 md:space-y-0 md:flex-row md:space-x-4"> | ||
<Figure title="NPC Indicator when Quest is Tracked" img={require("./assets/entity_objectives/npc_indicator_tracked.png")} alt="NPC Indicator Tracked" width={400} /> | ||
<Figure title="NPC Indicator when Quest is Not Tracked" img={require("./assets/entity_objectives/npc_indicator_untracked.png")} alt="NPC Indicator Not Tracked" width={400} /> | ||
</div> | ||
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You can customize these indicators using [Snippets](../../05-helpfull-features/05-snippets.mdx) to match your game's aesthetic. | ||
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## Interact Entity Objectives Path Stream | ||
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To further assist players in navigating your game world, you can implement the [Interact Entity Objectives Path Stream](../../../adapters/EntityAdapter/entries/quest/interact_entity_objectives_path_stream.mdx). | ||
This feature creates a visual path, guiding players to NPCs with active [Interact Entity Objectives](../../../adapters/EntityAdapter/entries/quest/interact_entity_objective.mdx) to those NPCs. | ||
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<EntrySearch entryName="interact_entity_objectives_path_stream"/> | ||
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Key features of the Path Stream: | ||
- Automatically generates paths to all NPCs with active [Interact Entity Objectives](../../../adapters/EntityAdapter/entries/quest/interact_entity_objective.mdx). | ||
- Only shows paths for objectives in currently tracked quests. | ||
- Helps players navigate complex game environments more easily. | ||
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Here's a visual demonstration of the Path Stream in action: | ||
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<Player url={require("./assets/entity_objectives/path_stream.webm").default} /> | ||
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## Quest Setup | ||
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To bring all these elements together and create our _**"A Sip of Memories"**_ quest, we use the following quest configuration: | ||
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<EntryDisplay pages={[ | ||
require("./assets/entity_objectives/ent_obj_quest.json"), | ||
]} referencePages={[ | ||
require("./assets/entity_objectives/ent_obj_manifest.json"), | ||
require("./assets/entity_objectives/ent_obj_sequence.json"), | ||
require("./assets/entity_objectives/ent_obj_static.json"), | ||
]} /> | ||
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This configuration ties together the quest stages and objectives. | ||
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## Quest Demo | ||
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To see how all these elements come together in practice, check out this demonstration of the _**"A Sip of Memories"**_ quest: | ||
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<Player url={require("./assets/entity_objectives/quest_demo.webm").default} /> | ||
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This demo showcases: | ||
- How players interact with NPCs and their dialogues | ||
- The visual indicators guiding players to objectives | ||
- The flow of the quest from start to finish | ||
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By implementing [Interact Entity Objectives](../../../adapters/EntityAdapter/entries/quest/interact_entity_objective.mdx) in your quests, you can create rich, interactive experiences that helps guide players to where they need to go. |
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