I'm motivated to write about quests because there seems to be little to none in the way of books, articles, and blog posts on the subject -- and yet quests -- or quest like systems -- are an essential component of many games. Finding a way to talk about them, and finding ways to compare and contrast solutions, would be valuable (and interesting!). Dawn's implementation is just one possible way. Other games I've worked on have done radically different things. Ultimately, I'd love to learn more about what others have done.
First, a quick update to provide context. I finally have the first piece of the dialog GUI working the way I want. It's not graphically pretty, but the point really for me is the underlying UI framework supporting it. It means it's possible to build (some small, pre-measured) nested ui components using an html/flex+css like syntax. For town menus, which can have variable numbers of elements, I'll need to finish measurement and sizing - but from there I'll have a good foundation for much more complex UI like combat and shops.
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Mori, not to be confused with Moai. They get angry about that. |
From the game's perspective, all dialogs are launched from quests, so let's start at the top....
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