Hi,
Testing the manual quests can be a quite time consuming. Any idea / suggestions about how to do it better?
I can see the messages but... the nodes graph doesn't refresh in real time, does it? If I change in real time the graph states, do the quest change on my game in real time?
Thanks
Recommendations for debbuging
Re: Recommendations for debbuging
The node graph refreshes in runtime.
At design time, quests exist as asset files in your project. If you inspect a quest giver NPC at design time, the Quest Editor window will look like this:
At runtime, the quest giver NPC instantiates a copy of the quest into memory. This way it can work with the quest, such as increasing quest counters and checking any auto-start conditions. At runtime, the NPC's Quest Editor window will look like this while it's waiting to give the quest to the player:
When the player accepts the quest, the NPC removes its quest instance from its list (unless it's a repeatable quest). The player adds a copy of the quest instance to its journal. If you inspect the Player at runtime, it will look like this:
Green nodes have been completed. Blue nodes are active.
This is probably related to your other question about messages, too.
At design time, quests exist as asset files in your project. If you inspect a quest giver NPC at design time, the Quest Editor window will look like this:
At runtime, the quest giver NPC instantiates a copy of the quest into memory. This way it can work with the quest, such as increasing quest counters and checking any auto-start conditions. At runtime, the NPC's Quest Editor window will look like this while it's waiting to give the quest to the player:
When the player accepts the quest, the NPC removes its quest instance from its list (unless it's a repeatable quest). The player adds a copy of the quest instance to its journal. If you inspect the Player at runtime, it will look like this:
Green nodes have been completed. Blue nodes are active.
This is probably related to your other question about messages, too.