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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 04 Witch NPC with Cheese

QUEST 04 Witch NPC with Cheese

Table of Contents
  • Witch (Town)
    • Scene Object
    • Interaction Machine
      • Start Settings
      • Machine Execution Settings
  • Witch (Forest Ruins)
    • Interaction Machine
      • Machine Execution Settings
  • Witch (Outpost)
    • Interaction Machine
      • Machine Execution Settings
  • Item Collectors
    • First Cheese
      • Item Settings > Item 0
    • Second Cheese
      • Item Settings > Item 0
    • Third Cheese
      • Item Settings > Item 0
  • Game Object Managers
    • Town Witch Manager
      • Condition
    • Forest Witch Manager
      • Condition
    • Cheese Manager
      • Condition
    • Outpost Witch Manager
      • Condition
  • Testing

In this tutorial we’ll set up our quest objects in the scene.

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

With the Forest Ruin Cheese quest and schematics set up, all that’s left to do is add the quest to the scene:

  • witch NPC in the town
  • witch NPC in the forst ruins
  • witch NPC in the outpost
  • 3 item collectors for collecting the cheese

After we’ve set up those game objects, we’ll control which are enabled or disabled based on the quest’s state using multiple Game Object Manager components on an empty game object

Let’s get to it!

Witch (Town) #

Open the World scene (Assets/Scenes/), we’ll add the first witch NPC in front of the stall with the potions.

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

Rename the game object to WitchTown to keep things organized (we add 2 more witch NPCs).

Scene Object #

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

  • Scene Object
    Select Witch.

And with that, our schematics can use the content information of the game object.

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 Quest_ForestRuinCheese_Town 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.

Witch (Forest Ruins) #

Duplicate the town’s witch NPC and rename it to WitchForestRuins.

Move the new witch’s game object over to the ramp that leads up to the forest ruins and place it somehwere, e.g. in the tree’s shade.

Interaction Machine #

We only have to change the used schematic.

Machine Execution Settings #

  • Schematic Asset
    Select the Quest_ForestRuinCheese_Forest schematic you created.

Witch (Outpost) #

Duplicate the forest ruin’s witch NPC and rename it to WitchOutpost.

Move the new witch’s game object over to the outpost and place her near the crates in the center.

Interaction Machine #

Again, we only have to change the used schematic.

Machine Execution Settings #

  • Schematic Asset
    Select the Quest_ForestRuinCheese_Outpost schematic you created.

Item Collectors #

Next, we’ll add the 3 item collectors to spawn our cheese. Move the scene view back to the forest ruins area.

We just need to set up item collectors as usual, the quest conditions will be handled by our Game Object Managers.

First Cheese #

Add an item collector either via the scene hierarchy context menu (ORK Framework > Item Collector) or the Makinom scene wizard (Create Game Object > Item Collector).

The item collector automatically uses the next free Scene ID to keep track of the collected state of the item – we’ll also use this for our quest items.

Item Settings > Item 0 #

All we need to do for single items is to change the item we want to collect, the default setup already handles the rest for us.

  • Item
    Select Ruined Cheese.

The quantity should also default to 1, so we don’t need to change anything else.

Second Cheese #

Add another item collector and change the item.

Item Settings > Item 0 #

  • Item
    Select Ruined Cheese.

Third Cheese #

Add another item collector and change the item.

Item Settings > Item 0 #

  • Item
    Select Ruined Cheese.

Game Object Managers #

Now that we’ve finished setting up our quest game objects, we’re aready to handle the quest conditions to enable and disable the items as needed.

As said, we’ll use multiple Game Object Manager components for this, all placed on a single, empty game object.

Create a new empty game object and rename it to ForestRuinsCheeseManager. It doesn’t really matter where you place it.

Tip!

To keep things organized you can parent the 3 witch NPCs and the 3 cheese item collectors to the manager’s game object.

Tip!

In case you want to keep track of what different manager components do, you can write down some information in the Notes field of the component.

Town Witch Manager #

First, we’ll manage the town’s witch NPC (WitchTown game object).

Add a Game Object Manager to the ForestRuinsCheeseManager game object using the component menu.

Either drag the WitchTown game object on the Game Objects field or click on the plus button and select the game object there.

Condition #

We’ll check for the Forest Ruin Cheese quest not yet being added to the player’s quests. If that’s the case, the NPC will be enabled, otherwise disabled.

Click on Add Condition.

  • Condition Type
    Select Quest.

Click on Add Quest Condition.

  • Is Valid
    Enable this setting.
  • Quest
    Select Forest Ruin Cheese.
  • Check Status
    Select Not Added.

Forest Witch Manager #

The next manager we’ll handle the forest ruin’s witch NPC (WitchForestRuins game object).

Add a Game Object Manager to the ForestRuinsCheeseManager game object using the component menu.

Either drag the WitchForestRuins game object on the Game Objects field or click on the plus button and select the game object there.

Condition #

We’ll check for the one of the 3 tasks being active that take place in the ruins, i.e. Meet at the ruins, Collect items or Bring items to the witch.

Click on Add Condition.

  • Condition Type
    Select Quest Task.
  • Needed
    Select One.

Click on Add Task Condition.

  • Is Valid
    Enable this setting.
  • Quest Task
    Select Meet at the ruins.
  • Check Status
    Select Active.

Copy Task Status Condition 0.

  • Quest Task
    Select Collect items.

Copy Task Status Condition 1.

  • Quest Task
    Select Bring items to the witch.

Cheese Manager #

The next manager we’ll handle the item collectors for our 3 cheese items.

Add a Game Object Manager to the ForestRuinsCheeseManager game object using the component menu.

Either drag the 3 Item Collector game objects on the Game Objects field or click on the plus button and select the game objects there.

You have to drag/add them one by one.

Condition #

We’ll check for the one of Collect items task to be active.

Click on Add Condition.

  • Condition Type
    Select Quest Task.

Click on Add Task Condition.

  • Is Valid
    Enable this setting.
  • Quest Task
    Select Collect items.
  • Check Status
    Select Active.

Outpost Witch Manager #

The last manager we’ll handle the outpost’s witch NPC (WitchOutpost game object).

Add a Game Object Manager to the ForestRuinsCheeseManager game object using the component menu.

Either drag the WitchOutpost game object on the Game Objects field or click on the plus button and select the game object there.

Condition #

We’ll check for either the Meet the witch in the outpost task to be active or the Forest Ruin Cheese quest to be finished.

  • Needed
    Select One.

Click on Add Condition.

  • Condition Type
    Select Quest Task.

Click on Add Task Condition.

  • Is Valid
    Enable this setting.
  • Quest Task
    Select Meet the witch in the outpost.
  • Check Status
    Select Active.

Click on Add Condition to add another condition.

  • Condition Type
    Select Quest.

Click on Add Quest Condition.

  • Is Valid
    Enable this setting.
  • Quest
    Select Forest Ruin Cheese.
  • Check Status
    Select Finished.

And that’s it for our setup – don’t forget to save your scene.

Testing #

Hit play and run to the witch.

Start the quest and the witch will be removed from town and wait for us in the forest ruins.

After meeting her there, the cheese spawns.

Collect the cheese and bring it to the witch.

Sweet, sweet cheese.

And finally, meet the witch in the outpost.

Next, we’ll add HUDs to mark quest NPCs!

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Updated on December 22, 2022
Table of Contents
  • Witch (Town)
    • Scene Object
    • Interaction Machine
      • Start Settings
      • Machine Execution Settings
  • Witch (Forest Ruins)
    • Interaction Machine
      • Machine Execution Settings
  • Witch (Outpost)
    • Interaction Machine
      • Machine Execution Settings
  • Item Collectors
    • First Cheese
      • Item Settings > Item 0
    • Second Cheese
      • Item Settings > Item 0
    • Third Cheese
      • Item Settings > Item 0
  • Game Object Managers
    • Town Witch Manager
      • Condition
    • Forest Witch Manager
      • Condition
    • Cheese Manager
      • Condition
    • Outpost Witch Manager
      • Condition
  • Testing
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