= Questsystem = == Author == [wiki:DamianFrick Damian Frick] == Description == This project aims at implementing a system capable of handling quests. == Timetable == || '''Date''' || '''What''' || || 15. oct. 2008 || Project design || || 22. oct. 2008 || Start implementation || || 29. oct. 2008 || continue implementation ;) || || 5. nov. 2008 || Tidying and testing, starting implementation of QuestEffectBeacon || || 12. nov. 2008 || Finishing Quests and Effects || || 19. nov. 2008 || Finishing QuestEffectBeacon || || 26. nov. 2008 || Testing, documenting, fail proofing... || || 3. dec. 2008 || Project finished, thinking about something to do... || || 10. dec. 2008 || Buffer, preparing presentation. || || '''17. dec. 2008''' || '''Orxonox Presentation''' || == Classtree == [[Image(questsystem2.png)]] == More details == The project essentially consists of the Quest entity which is the quest itself (and sub- or helper-entities, such as QuestHint (hints for quest) or QuestDescription (descriptions for quests and hints, to separate content from function)) and the QuestEffect entity which is is the only tool for quests to have an influence on the world. By enabling quests to have QuestEffects their are able to (for example) fail or complete other quests, activate hints give rewards or even trigger quests. The QuestEffectBeacon is the physical entity which finally makes quests available fot the player in the game, by being able to activate a QuestEffect on a player (under some conditions). == Creating Quests ==