In this tutorial we’ll set up a quest menu.
This tutorial is the start of a mini-series covering quests.
We’ll set up:
- content types to separate quests into different categories
- general quest settings
- a menu screen to show the player’s quests
- a menu screen that’ll be used as a quest board for hunting quests
Setting up quests will start in part 2 of the quest tutorial mini-series.
This tutorial is based on the ORK 4 Unity Quickstart 3D tutorials, but can be used in any project.
Quest Content Types #
We’ll start with adding new content types for hunting and fetching quests.
Open the ORK editor, navigate to Content > Content Types and add a new content type.
Hunting Quests #
- Name
Set to: Hunting Quests
Fetching Quests #
Add a new content type.
- Name
Set to: Fetching Quests
Quest General Settings #
Next we’ll set up the general settings for quests, e.g. quest layout and notifications.
Navigate to Content > Quests and select the General Settings.
Quest Settings #
- Active Quests
Set to 5.
This is the default setup.
This is the maximum number of quests that can be active at the same time.
Only active quests will track their progress, e.g. a kill quest only counts killed enemies when it’s active.
Default Quest Layout #
The quest layout is used to display a quest’s information in Quest menu screen parts and the Quest Choice dialogue in schematics.
Message Content #
We’ll make small adjustments to the layout’s text – we’ll show quest name, Tasks and Rewards header in an orange color and with bold font. We’ll also display the quest text instead of the description.
Using the quest text allows us to update the text when a new task becomes active.
- Text (Message Content)
Set to:
<b><color=#FF7D00FF><name></color></b>
<text>
<b><color=#FF7D00FF>Tasks</color></b>
<tasksactive>
<b><color=#FF7D00FF>Rewards</color></b>
<rewardsall>
Task Settings #
We’ll also add the finish requirements to our task names.
- Default Content (Task Text)
Set to: <name>
<finish>
Requirement Settings #
A small adjustment, adding a small visual element to the requirement.
- Default Content (Task Text)
Set to: – <name> <quantity>/<quantitymax>
Quest Notifications #
We’ll show notifications for adding and finishing a quest.
Quest Added #
- Show Notification
Enable - Text (Message Content)
Set to: New quest: <name>
Quest Finished #
- Show Notification
Enable - Text (Message Content)
Set to: Quest completed: <name>
Task Notifications #
We’ll show notifications for finishing a quest task.
Task Finished #
- Show Notification
Enable - Text (Message Content)
Set to: Task finished: <name>
Quest Menu Screen #
Navigate to Menus > Menu Screens and add a new menu screen.
We’ll use the same basic setup as the other menu screens of the quickstart tutorials.
Base Settings #
- Name
Set to: Quests
Settings #
- Remember Selection
Enable - Pause Notifications
Enable - Block Notifications
Enable - Block Flying Texts
Enable - Pause Game
Enable - Freeze Pause
Enable
Quest Part #
The Quest part is used to display quests, either known to the player or available to the player to start (based on the quest’s Availability Conditions).
Scroll down to the bottom of the settings to see the Add Menu Part button.
Click on the Add Menu Part button and select Quest.
Available Content Types #
These settings are used to manage which content types are displayed by the menu. A quest is part of a content type, so only quests of the available content types will be displayed.
We’ll keep the default setup, but change the sorting to ID, i.e. the types are sorted in the order they’re listed in the editor.
- All Types
Enable - Sort By
Select: ID
Type Box Settings #
The type box displays the content types – selecting a type will update the quest list.
- Type Display
Select: UI Box
The content types will be displayed in a UI box as a selection menu. - Box Display Mode
Select: Multi
The content types and quest list will be displayed at the same time. - Type Box
Select: Menu Small - Add Back Button
Select: Last
The Type Content Layout settings handle the content displayed in the content type buttons, we’ll keep it at the default setup, displaying text and icon.
Quest Box Settings #
The quest box displays the quest list based on the selected content type.
- Display Quest>Info
Select: Sequence
Selecting a quest can display an information box with details.
We’ll show the info box after a quest has been selected. - Quest Box
Select: Menu Big - Sort By
Select: ID - Add Back Button
Select: Last
The default setup will show all quest states, i.e. inactive, active, finished and failed. We’ll keep it that way, but we’ll use different content layout setups for the buttons to highlight the state of a quest.
The standard Quest Content Layout will show name and icon of a quest, we’ll keep that for inactive and active quests.
We’ll set up a separate content layout for finished quests:
- Use Finished Layout
Enable - Content Type
Select: Custom
We’ll define a custom text. - Add Icon
Enable - Default Content (Text)
Set to: [Finished] <name>
This’ll display the name of the quests with the caption [Finished] in front of it.
We’ll do the same setup for failed quests:
- Use Failed Layout
Enable - Content Type
Select: Custom
We’ll define a custom text. - Add Icon
Enable - Default Content (Text)
Set to: [Failed] <name>
Info Box Settings #
The info box shows information about the selected quests. The information uses the quest layout we’ve set up earlier.
- Info Box
Select: Blue Center - Add Back Button
Select: Last - Use Activation Choice
Enable
We’ll allow the player to change a quest to be active or inactive. - Text (Activate Button)
Set to: Resume Quest - Text (Inactivate Button)
Set to: Pause Quest
Description Part #
The Description part is used to display the description of the currently selected input of the menu screen.
Scroll down to the bottom of the settings to see the Add Menu Part button.
Click on the Add Menu Part button and select Description.
- UI Box
Select: Menu Info - Always Visible
Enable
We can leave the rest with the default setup.
Updating Overview Menu Screen #
Select the Overview menu screen and change the following settings.
Button List 0 #
We’ll add a new button to the button list part.
Copy Menu Item 3 (i.e. the abilities button). This’ll add the copy directly below it.
Change the newly added Menu Item 4 button.
- Menu Screen
Select: Quests - Select Combatant
Disable
We don’t want to select a user for the quest menu as we did for the ability menu. - Text (Button Content)
Set to: Quests
We’ll also use a condition in the Requirements settings of the button. We only want the button to show when quests are available.
- Hide
Enable
The button will be hidden when the conditions aren’t valid.
Otherwise the button will be displayed but not useable. - Use Conditions
Enable
Click on Add Condition.
- Condition Type
Select: Quest (Any) - Has Quest
Enable
The Quest Status Settings allow you to specify which state the quest has to be in, we’ll use all status types.
- Has Inactive
Enable - Has Active
Enable - Has Finished
Enable - Has Failed
Enable
Hunting Quest Board #
Finally, we’ll set up the menu screen that’ll be used as a quest board for hunting quests. This menu screen will be used in a schematic to show the available hunting quests.
Select the Quests menu screen and create a copy of it. Change the following settings in the new copy.
Base Settings #
- Name
Set to: Hunting Quest Board
Quest 0 #
Available Content Types #
We’ll only show the Hunting Quests content type.
- All Types
Disable - Merge Sub Types
Enable
In case future changes add sub types to categories different hunting quests, this’ll allow us to still show all hunting quests without a type selection.
Change the already added Available Type 0.
- Available Type
Select: Hunting Quests
Type Box Settings #
We no longer need to display the type box.
- Type Display
Select: Merged
Quest Box Settings #
We’ll only show available quests and change the used UI box.
- Display Quest>Info
Select: Multi - Quest Box
Select: Menu Small - Add Available
Enable - Add Inactive
Disable - Add Active
Disable - Add Finished
Disable - Add Failed
Disable
Info Box Settings #
We change the used UI box.
- Info Box
Select: Menu Big - Text (Add Available Button)
Set to: Start Quest
Save Changes #
And that’s it!
Don’t forget to save your changes by clicking on Save Settings at the bottom of the editor.
Testing #
You can only test the menu if you’ve already added quests to your game.
If you’ve added quests and the player started one, you’ll be able to open the quest menu.
The next part of the quest mini-series will add hunting quests to the game.


