Technical Specification Quest System for a Text‐Based MUD - wwestlake/Labyrinth GitHub Wiki

Technical Specification: Quest System for a Text-Based MUD

Overview

This technical specification outlines the components and architecture of a quest system designed for a text-based MUD (Multi-User Dungeon). The quest system is a key feature that provides players with structured objectives, storytelling, and rewards. It enhances player engagement by offering various types of quests, challenges, and interactive narratives.

Objectives

  • Flexibility: The quest system should support a wide range of quest types (fetch, delivery, combat, puzzle, exploration, etc.).
  • Scalability: The system should be able to handle multiple quests concurrently, supporting both individual and group activities.
  • Extensibility: New quest types and mechanics should be easy to add without significant refactoring.
  • Persistence: The system should maintain quest states across sessions, allowing players to resume quests at any time.
  • Player Interaction: Quests should dynamically interact with players, responding to their choices and actions in real-time.
  • Customization: Game administrators should be able to create, modify, and delete quests easily.

Components

1. Quest Manager

Responsibilities:

  • Central component that manages all quests in the game.
  • Tracks active, completed, and available quests for each player.
  • Handles quest initiation, progression, and completion logic.

Key Functions:

  • StartQuest(playerId, questId): Initiates a quest for a player.
  • ProgressQuest(playerId, questId, progressData): Updates the quest state based on player actions.
  • CompleteQuest(playerId, questId): Marks a quest as completed and processes rewards.
  • GetActiveQuests(playerId): Returns a list of quests currently active for a player.
  • GetAvailableQuests(playerId): Returns a list of quests available for a player to start.

2. Quest Database

Responsibilities:

  • Stores all quest definitions, player quest states, and quest-related data.
  • Provides persistence to ensure quest data is maintained across player sessions.

Key Functions:

  • SaveQuestState(playerId, questState): Saves the current state of a player's quest.
  • LoadQuestState(playerId): Loads the saved quest state for a player.
  • GetQuestDefinition(questId): Retrieves the definition and details of a specific quest.

3. Quest Engine

Responsibilities:

  • Processes quest logic, evaluating conditions and triggering quest events.
  • Interfaces with the game world to monitor player actions and update quests accordingly.

Key Functions:

  • EvaluateConditions(playerId, questId, conditions): Checks if specific quest conditions are met.
  • TriggerEvent(playerId, questId, eventType): Executes actions based on quest events (e.g., giving rewards, unlocking new areas).

4. Quest Templates

Responsibilities:

  • Provide a structured format for defining quests, including objectives, conditions, and rewards.
  • Allow game administrators to create and modify quests easily.

Template Structure:

  • Quest ID: Unique identifier for the quest.
  • Title: Name of the quest.
  • Description: Narrative description and objectives.
  • Objectives: List of tasks or conditions that must be completed.
  • Rewards: List of rewards given upon completion.
  • Prerequisites: Conditions or previous quests that must be completed before starting this quest.
  • Failure Conditions: Conditions under which the quest is failed.

5. Player Quest Log

Responsibilities:

  • Displays active, completed, and failed quests to the player.
  • Provides detailed information about each quest, including objectives and progress.

Key Functions:

  • DisplayActiveQuests(playerId): Shows all active quests for the player.
  • DisplayCompletedQuests(playerId): Shows all completed quests for the player.
  • DisplayQuestDetails(playerId, questId): Provides detailed information about a specific quest.

6. Quest Scripts

Responsibilities:

  • Scripts that define dynamic quest behavior, such as custom events or complex conditions.
  • Allow for more complex quest logic beyond what is defined in templates.

Key Functions:

  • Custom triggers and actions that are executed during the quest lifecycle (e.g., special enemy spawns, environmental changes).

7. Quest Event Dispatcher

Responsibilities:

  • Listens for game events and triggers quest-related actions based on player interactions and environment changes.
  • Ensures quests react dynamically to the game world and player actions.

Key Functions:

  • RegisterEvent(eventType, callback): Registers a quest-related event with a callback function.
  • DispatchEvent(eventType, eventData): Triggers the appropriate quest actions based on the event type and data.

Architecture

1. Quest Flow

  1. Quest Initialization: The Quest Manager retrieves available quests from the Quest Database and offers them to players based on their current state and prerequisites.
  2. Quest Activation: When a player accepts a quest, the Quest Manager initializes the quest state and stores it in the Quest Database.
  3. Progress Tracking: As players progress through the quest, the Quest Engine evaluates conditions and updates quest objectives. The Quest Event Dispatcher monitors game events and triggers quest-related actions.
  4. Quest Completion: Once all objectives are met, the Quest Manager marks the quest as completed, updates the Player Quest Log, and processes rewards.
  5. Persistence and Resumption: Quest states are periodically saved in the Quest Database to ensure persistence across sessions. Players can resume their progress at any time.

2. Data Flow

  • Player ActionsQuest Event DispatcherQuest EngineQuest ManagerQuest Database
  • Quest TemplatesQuest ManagerQuest Database
  • Quest LogQuest Manager

3. Integration Points

  • Game World: Interfaces with the quest system to provide environmental context and player actions.
  • Player Interface: Displays quest-related information through the Player Quest Log and accepts player input for quest interactions.
  • NPCs and Items: Integrated with the quest system to provide quest triggers and objectives (e.g., giving or receiving items, combat encounters).

Design Considerations

  1. Modularity: Each component should be modular and loosely coupled, allowing for easy updates and maintenance.
  2. Performance: The quest system should be optimized to handle multiple concurrent quests without affecting game performance.
  3. Scalability: The architecture should support an increasing number of quests and players without requiring significant changes.
  4. Security: The system should prevent unauthorized access or manipulation of quest data to ensure fairness and integrity.
  5. User Experience: The quest system should provide clear feedback and information to players, guiding them through quests without confusion.

Conclusion

This technical specification provides a comprehensive overview of the quest system for a text-based MUD. By implementing the described components and architecture, developers can create a flexible, scalable, and engaging quest system that enhances player experience and promotes exploration, storytelling, and gameplay variety.