Task: Building quest description language

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nemerle
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Task: Building quest description language

Post by nemerle » Wed Mar 13, 2013 8:11 pm

Task: Building quest description language
Description: The quests/tasks/challenges usually are described by a scripting language, or in simpler version a state transition "if->then" format.
Your task would be to take a look at one or more of the CoX wikis and convert a few quests into a 'placeholder form' ( replacing any references to specific groups, objects, with placeholder names like 'Object X' etc. )
The next step will be to identify all the triggers, conditions, quest state changes, based on the generalized descriptions.

Why is it useful ? Right now we do not have any kind of quest support in SEGS and having minimal spec will help while we design and implement one.

So, if you've worked with CoH's Mission Architect or created quests for other games ( even PnP RPGs ), you have something to contribute here, every idea counts and do not assume that something is impossible to do :)
"Ich was in one sumere dale,
in one suthe diyhele hale,
iherde ich holde grete tale
an hule and one niyhtingale."

rainmaker
Posts: 1
Joined: Wed Mar 13, 2013 9:43 pm

Re: What can we do to help?

Post by rainmaker » Wed Mar 13, 2013 9:47 pm

nemerle wrote:Task: Building quest description language
Description: The quests/tasks/challenges usually are described by a scripting language, or in simpler version a state transition "if->then" format.
Your task would be to take a look at one or more of the CoX wikis and convert a few quests into a 'placeholder form' ( replacing any references to specific groups, objects, with placeholder names like 'Object X' etc. )
The next step will be to identify all the triggers, conditions, quest state changes, based on the generalized descriptions.

Why is it useful ? Right now we do not have any kind of quest support in SEGS and having minimal spec will help while we design and implement one.

So, if you've worked with CoH's Mission Architect or created quests for other games ( even PnP RPGs ), you have something to contribute here, every idea counts and do not assume that something is impossible to do :)
Love to help here.... I *think* I understand what you are asking for.
Do you have a link/example of the structure for this?

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nemerle
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Re: What can we do to help?

Post by nemerle » Wed Mar 13, 2013 10:06 pm

rainmaker wrote:
nemerle wrote:...
Love to help here.... I *think* I understand what you are asking for.
Do you have a link/example of the structure for this?
An example of step 1 for an extremely simple quest from http://tomax.cohtitan.com/story_arcs/de ... p?id=192#1
Placeholder Form:
"Introductory text"
"Defeat any enemies around NPC X, and click on the glowing object Y to search through it."
"The end"

What I hope we'll achieve after having a bunch of those is identification of common patterns and thus building a vocabulary of quest descriptions :)
"Ich was in one sumere dale,
in one suthe diyhele hale,
iherde ich holde grete tale
an hule and one niyhtingale."

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IronMonkey
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Joined: Thu Mar 14, 2013 12:44 am

Re: What can we do to help?

Post by IronMonkey » Thu Mar 14, 2013 12:54 am

So you would want things like:

Outdoor Missions

Type 1
Introduction text.
Go to [Neighborhood X], defeat [Y number] of [Group Z].
Completion text.

Type 2
Introduction text.
Go talk to [Contact X].
Completion text.


Indoor Missions

Type 1
Map.
Introduction text.
Go to [Door Location], defeat all.
Completion text.

Type 2
Map.
Introduction text.
Go to [Door Location], defeat [Boss X].
Completion text.

Type 3
Map.
Introduction text.
Go to [Door Location], rescue [Helpless Victim].
Completion text.

Type 4
Map.
Introduction text.
Go to [Door Location], click [X number of glowies].
Completion text.
In memory of Techno Mars (Fire/B.A. Tanker) Dec 2004 - Dec 2012

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IronMonkey
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Re: What can we do to help?

Post by IronMonkey » Thu Mar 14, 2013 12:56 am

And I guess something like:

Story Arc

Minimum Level
Available from [Contact].
Mission 1
Mission 2
Mission 3
Mission 4
Mission 5
Souvenir for completion.
Rewards [Inf, merits, etc...]
In memory of Techno Mars (Fire/B.A. Tanker) Dec 2004 - Dec 2012

Ironwolf
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Joined: Tue Mar 12, 2013 6:35 pm

Re: What can we do to help?

Post by Ironwolf » Thu Mar 14, 2013 1:05 am

Do you want NEW content or existing mission stuff?

I have some original stuff I could write using new characters, or existing stuff could be ported.

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nemerle
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Re: What can we do to help?

Post by nemerle » Thu Mar 14, 2013 11:04 am

Ironwolf wrote:Do you want NEW content or existing mission stuff?

I have some original stuff I could write using new characters, or existing stuff could be ported.
I'd love to see some of new quests designs, but for now I'd prefer them to be in their placeholder form :)

Right now, it seems that quest scripting will be done using ruby, and to ease the work of our future content creators we should concentrate on finding the most common building blocks of quests, arcs and other content that should be scripted.
"Ich was in one sumere dale,
in one suthe diyhele hale,
iherde ich holde grete tale
an hule and one niyhtingale."

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nemerle
Posts: 398
Joined: Thu Jan 10, 2013 3:40 pm

Re: Task: Building quest description language

Post by nemerle » Sun Mar 17, 2013 10:07 pm

I've put some of the IronMonkey's hard work on the wiki http://redmine.nemerle.eu/projects/segs ... uestSystem
While doing so I've came up with 2 questions for CoX veterans, related to the quests of the following format:
Outdoor Map : Quest Type 1
Introduction text.
Go to [Neighborhood X], defeat [Y number] of [Group Z].
Completion text.
Questions:
  • How did the game define [Neighborhood X] ? Circle on the map with radius ?, Multiple circles with different radii, a polygon ?
  • Can we 'pull' members of [Group Z] into [Neighborhood X] and defeat them there to decrease number Y ?
"Ich was in one sumere dale,
in one suthe diyhele hale,
iherde ich holde grete tale
an hule and one niyhtingale."

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IronMonkey
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Joined: Thu Mar 14, 2013 12:44 am

Re: Task: Building quest description language

Post by IronMonkey » Sun Mar 17, 2013 10:17 pm

nemerle wrote:
  • How did the game define [Neighborhood X] ? Circle on the map with radius ?, Multiple circles with different radii, a polygon ?
Well that is the DCUO way, to draw an orange rectangle around that area of the map to show you where to hunt. Its certainly a nice way to do it. CoH just gave you the name of the neighborhood in the mission objectives. For example, take a look at this write up over at paragonwiki . Its about half-way down in the section titled "Take on a few Trolls".
Last edited by IronMonkey on Sun Mar 17, 2013 10:20 pm, edited 1 time in total.
In memory of Techno Mars (Fire/B.A. Tanker) Dec 2004 - Dec 2012

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nemerle
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Re: Task: Building quest description language

Post by nemerle » Sun Mar 17, 2013 10:20 pm

So, this was done by predefined, pretty large map sections ( or in CoX parlance 'Neighborhoods' ) ?
"Ich was in one sumere dale,
in one suthe diyhele hale,
iherde ich holde grete tale
an hule and one niyhtingale."

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