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2D RPG Quickstart

  • START 2D RPG Quickstart
  • 01 Initial Setup
  • 02 Player Setup
  • 03 Music & Scenes
  • 04 UI System Setup
  • 05 UI Boxes
  • 06 Flying Texts
  • 07 Status Values
  • 08 Status Effects
  • 09 First Abilities
  • 10 Fighter Setup
  • 11 First Enemies & Battle AI
  • 12 Battle System Setup
  • 13 Animating Battle Start and End
  • 14 Random Battles
  • 15 Animating Actions
  • 16 Player Battle HUD
  • 17 Elemental Attacks
  • 18 Animating More Actions
  • 19 Inventory & Loot
  • 20 Equipment
  • 21 Loot, Start Equipment & Viewers
  • 22 Magic Abilities
  • 23 Caster Setup
  • 24 More Enemies
  • 25 Start Menu & Save Games
  • 26 Menu Screens
  • 27 Interactions
  • 28 Item Collectors
  • END 2D RPG Quickstart

3D RPG Quickstart

  • START 3D RPG Quickstart
  • 01 Initial Setup
  • 02 Player Setup
  • 03 Music & Scenes
  • 04 UI System Setup
  • 05 UI Boxes
  • 06 Flying Texts
  • 07 Status Values
  • 08 Status Effects
  • 09 First Abilities
  • 10 Fighter Setup
  • 11 First Enemies & Battle AI
  • 12 Battle System Setup
  • 13 Animating Battle Start and End
  • 14 Random Battles
  • 15 Animating Actions
  • 16 Player Battle HUD
  • 17 Elemental Attacks
  • 18 Animating More Actions
  • 19 Inventory & Loot
  • 20 Equipment
  • 21 Loot, Start Equipment & Viewers
  • 22 Magic Abilities
  • 23 Caster Setup
  • 24 More Enemies
  • 25 Start Menu & Save Games
  • 26 Menu Screens
  • 27 Interactions
  • 28 Item Collectors
  • END 3D RPG Quickstart

Status System Setup

  • START Status System Setup
  • 01 Status Values
  • 02 Status Development
  • 03 Attack/Defence Modifiers
  • 04 Status Effects
  • 05 Formulas
  • 06 Ability & Item Types
  • 07 Abilities Part 1: Attacks
  • 08 Abilities Part 2: Support & Sabotage
  • 09 Abilities Part 3: Elemental Magic
  • 10 Items
  • 11 Equipment Part 1: Slots & Slot Set Templates
  • 12 Equipment Part 2: Weapons
  • 12.5 (Optional) Equipment Part 2.5: Weapons
  • 13 Equipment Part 3: Shields, Armor & Accessories
  • 13.5 (Optional) Equipment Part 3.5: Shields, Armor & Accessories
  • 14 Equipment Part 4: Available Equipment Templates
  • 15 Loot
  • 16 Battle AIs
  • 17 Combatants Part 1: General Settings
  • 18 Combatants Part 2: Players
  • 19 Combatants Part 3: Enemies
  • 20 Combatant Groups
  • END Status System Setup

3D RPG Playground

  • START 3D RPG Playground
  • 01 Player Setup
  • 02 Start Menu
  • 03 First Interaction
  • 04 Music
  • 05 Areas
  • 06 Collecting Items
  • 07 Displaying Equipment
  • 08 Combatant Prefabs, Icons & Portraits
  • 09 Combatant Animations
  • 10 Camera Positions
  • ANIM 01 Battle Start/End Schematics
  • ANIM 02 Use, Cast & Camera
  • ANIM 03 Abilities & Items
  • ANIM 04 Physical Attacks
  • ANIM 05 Special Actions
  • BATTLE 01 Battle Menu
  • BATTLE 02 Prepare for Battle
  • TURN 01 Turn Based Setup
  • TURN 02 Turn Order HUD
  • ATB 01 Active Time Setup
  • ATB 02 Cast Times
  • ATB 03 Timebar HUD
  • BATTLE 03 The First Battle
  • BATTLE 04 Hunting Move AI
  • BATTLE 05 Spawning Combatants
  • 11 Save Games
  • MENU 01 UI Boxes
  • MENU 02 Template HUDs
  • MENU 03 Overview Menu
  • MENU 04 Menu Screens
  • 12 Shop
  • BATTLE 06 Random Battles
  • DUNGEON 01 Enter the Dungeon
  • DUNGEON 02 The Trapdoor
  • DUNGEON 03 Enemies on Level 1 & 2
  • DUNGEON 04 Traps on Level 3
  • DUNGEON 05 Going Deeper
  • 13 Bestiary (+MENU+ANIM)
  • QUEST 01 Hunting Quests (+MENU)
  • QUEST 02 Guard NPC
  • QUEST 03 Forest Ruin Cheese
  • QUEST 04 Witch NPC with Cheese
  • QUEST 05 Quest Mark HUDs
  • 14 Research Trees (+MENU)
  • CRAFT 01 Crafting Materials
  • CRAFT 02 Crafting Recipes
  • CRAFT 03 Crafting Menu
  • CRAFT 04 Crafting Proficiency & Critical Crafting
  • CRAFT 05 Materials Loot
  • 15 Changing Choice Dialogue
  • 16 Follow Me!
  • BATTLE 07 Sequence Loot Dialogue

3D Action RPG

  • START 3D Action RPG
  • 01 Status System Setup
  • 02 Player Setup
  • 03 Player Weapon
  • 04 Player Attacks
  • 05 Enemy: Chomper
  • 06 Chomper Attack
  • 07 Hit & Death
  • 08 HUDs
  • 09 Rolling on the Floor
  • 10 Enemy: Spitter
  • 11 Spit Attack
  • 12 Potion
  • 13 Grenade
  • 14 Item HUD
  • 15 Enemy: Grenadier
  • 16 Grenadier Melee Attacks
  • 17 Grenadier Flamethrower
  • 18 Item Drops
  • END 3D Action RPG

2D Grid Battle RPG

  • START 2D Grid Battle RPG
  • 01 Player Setup
  • 02 Prefab & Music Setup
  • 03 Randomizing Combatants
  • 04 UI Setup
  • 05 Battle Start, End & Phase Schematics
  • 06 Battle System Setup
  • 07 Battle Grid Setup
  • 08 Grid Move
  • 09 Forest Battle Grid
  • 10 Battle AI
  • 11 Ability Ranges
  • 12 Death & Use Schematics
  • 13 Attack Schematic
  • 14 Shoot Schematics
  • 15 Battle Selection Interaction
  • END 2D Grid Battle RPG

Schematics

  • Simple Start Schematic
  • Battle Start Schematic
  • Battle End Schematic
  • Moving to Target and Back
  • Animating a Base Attack
  • Animating a Magic Ability
  • Grid Movement
  • Open and Close UI Animations
  • Flying Text Mover

UI Setups

  • Unity UI: Initial Setup
  • Unity UI: TextMesh Pro Setup
  • Unity UI: UI Box
  • Unity UI: Flying Text
  • Unity UI: Dragging Notification
  • Unity UI: Canvas with Screen Space Camera
  • Unity UI: Interaction HUD
  • Unity UI: Simple Player HUD
  • Unity UI: Quest HUD
  • Unity UI: Shortcuts HUD
  • Unity UI: Currency HUD
  • Unity UI: Tooltip HUD
  • Unity UI: Control HUD
  • Unity UI: Attack Modifiers
  • Unity UI: Defence Modifiers

Gameplay Bits

  • Combining Input Origins
  • Combining Status Value Flying Texts
  • Fun With Flying Text
  • HUD Effects With Conditional Schematics
  • Inventory Containers
  • Multi Interaction Controllers
  • World Space HUD
  • World Space Dialogue
  • Home
  • Guide
  • Tutorials
  • 3D RPG Playground
  • QUEST 02 Guard NPC

QUEST 02 Guard NPC

Table of Contents
  • Hunting Quests Schematic
    • Settings
    • Check Quest Conditions
    • Show Dialogue
    • Change Task Status
    • Select Quest
    • Selected Data Count
    • Show Dialogue
    • Show Dialogue
    • Selected Data Choice
    • Quest Choice
    • Add Quest
    • Show Dialogue
  • Adding the Guard NPC
    • Interaction Machine
      • Start Settings
      • Machine Execution Settings
  • Optional: Quest HUD
    • Display Conditions > Game State Condition
    • Schematics
  • Testing

In this tutorial we’ll add the hunting quest NPC to the game.

This tutorial continues the sub-series for setting up quests.

With our hunting quests set up, we now need to add an NPC that’ll give us those quests (using a schematic).

Hunting Quests Schematic #

This schematic will handle selecting/accepting quests and reporting back from the dragon hunt quest. We’ll use selected data to get all available hunting quests (i.e. either not yet started or already finished, repeatable quests) and let the player select a quest from the list.

Navigate to Schematics and start with a new schematic.

Settings #

  • Block Player Control
    Enable this setting.

Check Quest Conditions #

Add Node > Game > Quest > Check Quest Conditions

We’ll first check if the Report to the guard task is active – if yes, we’ll handle that case, otherwise list the available quests.

Click on Add Task Condition.

  • Is Valid
    Enable this setting.
  • Quest Task
    Select Report to the guard.
  • Check Status
    Select Active.

Show Dialogue #

Add Node > UI > Dialogue > Show Dialogue

This node is connected to the Success slot of the Check Quest Conditions node.

  • Dialogue Type
    Select Message.
  • Wait
    Enable this setting.
  • UI Box
    Select Beige Bottom Dialogue.
  • Show Title
    Enable this setting.
  • Text (Title Content)
    Set to: Guard
  • Text (Message Content)
    Set to: You killed the dragon?
    Wonderful, here’s your reward.

Change Task Status #

Add Node > Game > Quest > Change Task Status

We’ll now finish the task and the quest.

  • Quest Task
    Select Report to the guard.
  • Status
    Select Finished.
  • Get Rewards
    Enable this setting.
  • Check Quest Finished
    Enable this setting.
    The quest will be checked if all of it’s tasks are finished and finish the quest in that case.

Select Quest #

Add Node > Game > Quest > Select Quest

This node is used to store quests into selected data. We’ll use those stored quests in the next node to list them in a dialogue.

This node is connected to the Failed slot of the Check Quest Conditions node.

  • Data Key
    Set to list.
  • Data Origin
    Select Local.
  • Change Type
    Select Set.

The Quest Settings handle which quests will be used – we’ll only use available quests, i.e. not yet started or already finished, repeatable quests. Quests can also define conditions to make them available.

  • Use Available Quests
    Enable this setting.
  • Limit Quest Type
    Enable this setting.
  • Quest Type
    Select Hunting.

Selected Data Count #

Add Node > Value > Selected Data > Selected Data Count

We’ll check how many quests are stored in the selected data list.

  • Data Key
    Set to list.
  • Data Origin
    Select Local.
  • Check Type
    Select Is Greater.
  • Check Value
    Select Value > Value.
    Set the value to 0.

Show Dialogue #

Add Node > UI > Dialogue > Show Dialogue

Copy the previous Show Dialogue node.

This node is connected to the Failed slot of the Selected Data Count node.

  • Text (Message Content)
    Set to: Seems like there’s nothing else to do for you.

Show Dialogue #

Add Node > UI > Dialogue > Show Dialogue

Copy the previous Show Dialogue node.

This node is connected to the Success slot of the Selected Data Count node.

  • Text (Message Content)
    Set to: Up for a challenge?
    We’ve got some pests to hunt down.

Selected Data Choice #

Add Node > UI > Dialogue > Selected Data Choice

This node lists content stored in selected data and let’s the player select one in a choice dialogue.

We’ll use it to select a quest.

  • UI Box
    Select Blue Center Fit.
  • Allow Cancel
    Enable this setting.
  • Add Cancel Button
    Select Last.

The Origin Selected Data defines which selected data will be listed as button inputs.

  • Selected Key (Origin Selected Data)
    Set to list.
  • Data Origin (Origin Selected Data)
    Select Local.

The Store Selected Data defines where the selected content will be stored in.

  • Selected Key (Store Selected Data)
    Set to quest.
  • Data Origin (Store Selected Data)
    Select Local.
  • Change Type
    Select Set.

Quest Choice #

Add Node > UI > Dialogue > Quest Choice

Shows the information of a quest using a quest layout. Please note that this node only shows the information and doesn’t add the quest when accepting the dialogue.

This node is connected to the Accept slot of the Selected Data Choice node. The node’s Cancel slot will link back to the Selected Data Choice node.

  • Use Selected Data
    Enable this setting.
    We’ll use the quest we just selected.
  • Selected Key
    Set to quest.
  • Data Origin
    Select Local.
  • UI Box
    Select Blue Menu Center Scroll.
  • Allow Cancel
    Enable this setting.
  • Use Choice
    Enable this setting.
  • Add Cancel Button
    Select Last.
  • Text (Accept Button)
    Set to: Accept

Add Quest #

Add Node > Game > Quest > Add Quest

We also need to add the quest, as the Quest Choice node only shows information.

This node is connected to the Accept slot of the Quest Choice node.

  • Use Selected Data
    Enable this setting.
  • Selected Key
    Set to quest.
  • Data Origin
    Select Local.

Show Dialogue #

Add Node > UI > Dialogue > Show Dialogue

Copy the previous Show Dialogue node.

This node is connected to the Success slot of the Add Quest node.

  • Text (Message Content)
    Set to: Good luck!

And that’s it for the schematic – save it, e.g. as HuntingQuests.

Adding the Guard NPC #

Open the World scene (Assets/Scenes/), we’ll add our quest NPC at the bridge into town, just across from the fox statue.

You can find the NPC prefabs in Assets/Tutorial Assets/Prefabs/NPCs/ – I’m using the Knight_Male prefab.

Interaction Machine #

Add an Interaction Machine component to the NPC’s game object, either using the component menu or the Makinom scene wizard.

Learn more about interaction machines in this Makinom documentation.

Start Settings #

  • Interact
    Enable this setting.
  • Mouse Up As Button
    Enable this setting in case you also want to start the interaction by clicking on the NPC.

Machine Execution Settings #

  • Schematic Asset
    Select the HuntingQuests schematic you created.

Expand the Object Turn Settings, we’ll let the player and NPC turn to each other.

  • Turn Starting Object
    Enable this setting.
  • Turn Machine Object
    Enable this setting.

And that’s it – save the scene.

Optional: Quest HUD #

Do you want to show a quest HUD in your game?

Follow this UI tutorial on setting up a quest HUD – you can also download the finished prefab setup and only need to set up the HUD in the editor.

With the quest HUD set up, we’ll now add a Display Condition to it.

Display Conditions > Game State Condition #

We’ll check fo our game state managing battle HUDs.

Click on Add Game State.

  • Condition Type
    Select Game State.
  • Game State
    Select In Control.
  • Check State
    Select Active.

Schematics #

I’m also using the move from left and move to left schematics from the UI animations schematics to animate the HUD.

  • Own Schematics
    Enable this setting.
  • Before Open Schematic
    Select the UIMoveFromLeftFadeIn schematic.
  • Wait
    Enable this setting.
  • Before Close Schematic
    Select the UIMoveToLeftFadeOut schematic.
  • Wait
    Enable this setting.

Testing #

Hit play, run to the guard NPC and accept some quests.

Killing quest enemies will automatically increase the counter.

And display notifications when finishing tasks/quests.

Next, we’ll add another quest, fetching an item for an NPC.

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Updated on January 7, 2022
Table of Contents
  • Hunting Quests Schematic
    • Settings
    • Check Quest Conditions
    • Show Dialogue
    • Change Task Status
    • Select Quest
    • Selected Data Count
    • Show Dialogue
    • Show Dialogue
    • Selected Data Choice
    • Quest Choice
    • Add Quest
    • Show Dialogue
  • Adding the Guard NPC
    • Interaction Machine
      • Start Settings
      • Machine Execution Settings
  • Optional: Quest HUD
    • Display Conditions > Game State Condition
    • Schematics
  • Testing
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