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
- Quest Initialization: The
Quest Manager
retrieves available quests from theQuest Database
and offers them to players based on their current state and prerequisites. - Quest Activation: When a player accepts a quest, the
Quest Manager
initializes the quest state and stores it in theQuest Database
. - Progress Tracking: As players progress through the quest, the
Quest Engine
evaluates conditions and updates quest objectives. TheQuest Event Dispatcher
monitors game events and triggers quest-related actions. - Quest Completion: Once all objectives are met, the
Quest Manager
marks the quest as completed, updates thePlayer Quest Log
, and processes rewards. - 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 Actions → Quest Event Dispatcher → Quest Engine → Quest Manager → Quest Database
- Quest Templates ↔ Quest Manager ↔ Quest Database
- Quest Log ← Quest 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
- Modularity: Each component should be modular and loosely coupled, allowing for easy updates and maintenance.
- Performance: The quest system should be optimized to handle multiple concurrent quests without affecting game performance.
- Scalability: The architecture should support an increasing number of quests and players without requiring significant changes.
- Security: The system should prevent unauthorized access or manipulation of quest data to ensure fairness and integrity.
- 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.