Custom Quest Readme and functionality overview
Table of contents
- Quick setup guide
- Custom Quest editor
- Custom Quest Inspector
- Custom Quest Components and Objects
- UI elements
Quick setup guide
This guide assumes you are using the full UI system provided in custom quest.
Further information on each element is provided here in this Readme and online documentation here:
For further guides and explanations visit: http://randomdragongames.com/games/custom-quest-3/
Any questions can be directed at: firstname.lastname@example.org
When in doubt, hover Custom Quest elements for tooltips.
Add the script “QuestHandler.cs” as a component to an object in your scene.
Add the provided “CQPlayerExample” and “PlayerUI” prefabs to the scene.
Optionally add the provided “Environment” prefab to the scene
Add a quest Quick and Dirty.
Go to Tool -> Custom Quest System Go to the ”Prefabs” tab.
Create your quest in the editor.
Set up the quest
Go to the “Quests in scene” tab Click your quests in the left menu to add it to the scene
Click select on the quest window created
Go to the inspector
Add “handInObject”, “QuestGiver” and “SpawnZone” as needed and modify their values, before moving them to the wanted locations.
Custom Quest Editor
Where quest elements are created and modified for your game
Left menu overview menu, create, delete and organize quest elements. The left menu consists of three submenus across all of which four buttons for controlling the hierarchy are available.
Adds a new blank item to the hierarchy.
Removes the selected item from the hierarchy .
Moves the selected item up in the hierarchy.
Moves the selected item down in the hierarchy.
Left menu list of items/ hierarchy(quest, criteria, reward)
Drag the items individually to reorder the list of created quests, criteria or rewards. The submenues are the following:
Here you will find a list of the quests you have created.
Here you will find a list of the criterias you have created for re-use.
Here you will find a list of the rewards you have created for re-use.
The prefab editor.The right menu is where you customize quest elements.
Editor for quest customization.
Click to select an image to represent your quest as an icon in your game.
The name of your quest.
to create a script on the prefab named after your quest in order to change your quest on a deeper level.
Click to select the quest prefab in the folder hierarchy.
Describe your quest, this is the long description meaning explanatory text about the quest and the players motivation for doing it.
The short tooltip, write a few words about your quest.
The general settings for your quest.
Toggle to set whether the quest is available when the player(s) loads the scene.
Toggle whether the quest is available to the player(s) whenever possible.
Toggle whether the quest is completed without interacting with a handin object.
Pick up able
Toggle whether the quest can be picked up at a quest giver.
Toggle whether the quest is removed from the scene when all players have completed it.
Set the quest able to complete once, if more players have it or only one of them can complete it.
Does the player have to complete the quest within a set amount of time? and if yes how long (in seconds).
Objects related to all the quests criterias will not spawn unless a player is doing the quest the criterias spawn.
Set all criterias despawn (set all)
Sets the quests criterias option to let the related objects stay in the scene after the criteria has been completed, to enact the change the button “set all” has to be clicked.
Match criteria levels
Toggles if the quest should match criteria levels with optional criteria levels, meaning that when a criteria level is done and the next level is activated the next set of optional criterias are also activated.
The required tasks that need to be completed in order to complete the quest.
Add a criteria to your quest, clicking this button will let you choose to add a new empty criteria or a predefined criteria.
Change position of criteria
Dragging the frame allows you to drag the criteria up and down in the list, this changes the order they are shown for the player as well.
Individual criteria options:
Name your criteria.
Select what type of action is required to complete the criteria.
The priority of the criteria used for unlocking criterias at different stages of a quest the lower the number the higher the priority.
Delete ( – )
Delete the criteria from the quest. Amount The number of times the criteria needs to be completed, how many things to gather, enemies to kill or the like. Related object The object the player needs to interact with, which enemy to kill or object to gather.
Shows a list criteria levels here you can choose how many criteria that need to be completed to get to the next level. For instance the quest could have three criteria but the player has to choose one of them, then the number of criterias needed to get to the next level would be 1.
The outcome of completing the full quest.
Add a reward to your quest, clicking this button will let you choose to add a new empty reward or a predefined reward. Change position of reward Dragging the frame of the reward window will allow you to drag the reward up and down in the list, this changes the order they are shown for the player as well.
Individual reward options:
Name your reward.
Delete ( – )
Delete the reward from the quest.
Select what type of reward.
The amount of rewards given to the player.
The object the player gets for completing the quest, if any.
Criteria that don’t necessarily have to be completed but can be, they work the same way as regular criteria.
Optional Criteria thresholds
Same as criteria thresholds.
Optional (rewards )
You can reward you players for completing optional criteria with extra rewards.The number in the box is the amount of optional criteria required before the reward is granted, for example 2 of three unlocks a sword, 3 of 3 unlocks the mighty sword.
In the rewards submenu you are able to create reward prefabs, these can be reused in multiple quests instead of creating rewards from scratch every time.
In the rewards submenu you are able to create reward prefabs, these can be reused in multiple quests instead of empty criterias to your quests, saving the trouble of creating them from scratch every time.
Quests in scene tab
Where quests become a part of the game rather than prefabs and become related in chains.
Prefabs (left menu)
Overview of the available quests you have created click on them to add them to the right menu and thereby the scene.
Quests in scene editor (Right menu)
This is where quest in the scene can be tied together in quest chains each quest added here is represented as a square, quests can be added multiple times, each time creating a clone of the quest in the scene each square has three edges from which actions are possible the quests name and a button to select the given quest in the scene.
The name of the quest as it exists in the scene.
Receiver edge / start edge
The blue square in the top left of every quest, this is where other quests are anchored to the quest.
Make this quest being completed a prerequisite for activating another quest click to create a relation to another quest click on the receiver edge of the desired quest make your quest being completed a prerequisite for activating the other quest.
Make this quest failing prerequisite for activating another quest click to start creating a relation from this quest to another, click the receiver edge of the other quest to make this quest failing a prerequisite for activating the other quest.
The square in the top right of the quest, click this to delete your quest from the scene.
Click to select the quest corresponding instance of the quest in your game scene.
Settings pop up menu
Settings for what is shown, used and what the editor looks like in the quest system is shown here.
Show quest name
Toggle on to show quest names in the player UI.
Toggle on to show quest descriptions in the player UI.
Toggle on to show quest criteria in the player UI.
Toggle on to show quest rewards in the player UI.
Enable criteria specific rewards
Enable the option of giving rewards for completing specific criteria.
Toggle to hide optional criteria and rewards in the editor and inspector.
Quest giver prefab
Set default prefab created when adding a new quest giver.
Set default prefab created when adding a new hand In object.
Set default prefab created when adding a new spawn zone to a criterion.
Toggle gui skin, used if you want the default unity editor gui layout.
Click to get access to the Custom Quest website, here you can find guides, explanations and further documentation.
Custom Quest Inspector
Some quest options are only available in the inspector once the quests are in the scene and selected.
The relations submenu contains the quests relation to hand in object and quest giver.
Add a hand in object to the quest, the object where the quest is completed and the rewards are given to the player, this can be the same as the quest giver.
Choose an object from the scene to be the hand in object. Radius The size of the area around the object the interaction happens within.
Delete the relation.
Add quest giver
Click to add a quest giver to the quest.
Choose which object will be the quest giver.
The size of the area where the quest can be accepted.
Radius decline The size of the area where the quest is ignored / automatically declined (should be larger than accept area).
Delete the relation to the quest giver.
Criteria additional options:
Show spawns submenu
Opens the spawn submenu (click the “+” button to add a spawn area) this spawn zone is added as a child object of the quest object.
Spawn zone box
Change the name of the spawn zone.
Delete spawn zone.
Object / radius
Choose another object to be the spawn area or leave it as is. / Choose how large the spawn area is(how large of an area the criteria objects can spawn within).
Amount / rate
Choose the amount of objects to spawn Choose the spawn rate (seconds), meaning the time between each object is spawned.
Initial / max
Choose how many objects are spawned when the quest is activated /Choose a maximum amount of objects that can exist in the scene at any one time.
Show Rewards submenu:
Opens the rewards submenu, used if specific criterion need a specific reward.
Click the “+” button to add a reward to the criteria.
Box Name the reward.
Delete Reward Button
Click the “-” button to delete the reward. Choose type Choose which type of reward is given.
Choose how many / much is given.
Select reward object
If necessary, choose which object is given.
Show settings submenu:
Opens submenu containing the following options.
Toggle whether the criteria has a duration within which it can be completed.
Don’t despawn objects
Toggle to let objects spawned by the criteria stay in the scene after completion.
Give Rewards on completion
If toggled on any rewards directly associated with the criteria are given to the player once the criteria is completed.
Ordering the Criterias in the inspector
The criterias in the inspector can be dragged up and down in order to change the order in which they are shown in the Quest UI.
Custom Quest Components and Objects
The quest handler takes care of the peripheral components of the quest system as well as contains a full list of all quests in the scene.
A list of quests that exist in the scene during play.
A list of all active players in the scene during play.
The current active player only changed from main player if not building a multiplayer game.
CQ Player Object
Added to any player objects to ensure that custom quest functionality knows that the given object can progress quests.
CQ Player Example
An example player script made to fit with custom quest and how to give rewards like resources and items.
The amount of damage the player does to enemies.
The amount of resources the player has.
A list of the players items.
Whether the player is currently attacking or not.
A child of the quest, options for which are chosen in the quest criteria.
The name of the spawn zone.
Timer for when to spawn the next object (in seconds).
Whether or not the zone is spawning.
Spawn Area Object
The object from which the spawn zone is being calculated.
How big the spawn zone is.
How many object to spawn.
How often to spawn.
How many object are spawned at first.
Max spawn amount
The maximum amount of objects that are allowed to co-exist.
Which criteria this zone is linked to.
Spawned Objects (list)
A list of the current objects spawned in the scene.
Game World Quest Canvas Template
Contains the images shown on the minimap and the glow when the quest is hovered in the quest wheel menu.
The object with this component can be used to activate a quest for the player.
A list of the quests given by this quest giver.
The distance from the quest giver the quest is given.
How far the player has to go before he automatically declines the quest.
Walk into start quest
Toggle to let players automatically accept the quests.
The symbol shown above the quest giver.
Hand In Object
The object which the player returns to get his/her reward.
The size of the area around which the hand in is activated.
The hand in object sphere.
Hand in by collision
Toggle to activate hand in on collision with the sphere.
Script added automatically to objects required by criteria.
Which criteria this object is related to.
Whether the object is an item.
And example enemy to show kill quest functionality.
How much health the enemy has.
Optional feature meant to point the player towards the quests.
The origin camera, set to camera.main as default.
The position of the criteria the compass arrow.
Toggle whether the position is taken from the middle of the screen or from the player character position.
Script added to the scenes main camera to follow the player avatar in a top down view
What the camera is following, most likely the player.
Distance from behind
The distance the camera should stay behind the player.
The distance the camera should stay above the player.
Custom quest demo UI handler.
A list of active quests on canvasses in the scene
A list of active quest UI’s in the scene
A reference to the quest holder
References to quest templates:
– Quest template
– Criteria template
– Reward template
– Optional template
– Message Prefab
– Message Holder
The amount of resources the player posses.
A list of the items the player posses.
Reference to the prefab used as compass arrow.
List contains all active compass arrows.
Compass arrows is the prefab used by the compass to point at the players active quest criterias.
References to the quest wheel objects:
Quest wheel selection
Quest wheel aktive
Whether the quest wheel is up and active or not
– Quest wheel
– Quest wheel actions
– Middle text
– Quest wheel backgrounds
– Quest wheel images
– Quest Name Text
– Description text
– Criteria text
– Rewards text
Graphics raycaster reference.
Custom Quest UI elements
Custom Quest UI
The following are UI elements made to illustrate player interactions with the quests you create. Use, remove or edit these at your leisure.
A camera showing the game world from above. It consists of: “MinimapCamera” on the custom quest player prefab, “QuestMinimap” and its child “ActualMinimap” found in the CustomQuest prefab “PlayerUI”.
Parent element of arrows pointing toward active quests.
The quest menu, shows active quests with full quest information as well as glow on the minimap.
Quest information is displayed here depending on the amount of information toggled on in the custom quest setttings menu.
Player resources are shown here.
A list of the items the player has in their posession.
– Custom Quest – Random Dragon Games – email@example.com