Im thinking about a quest system in an roguelike rpg hybrid. I was wondering everyones thoughts on how they would implement generated quests, considering the world will be randomly generated each 'seed', the two systems intertwine.
For example, would you have certain quest giving npcs, such as a certain sage or oracle, that generated random quests over and over? Or give any or every npc the option of giving out quests that point to certain threats in the region(aka Dwarf Fortress adventure mode)? Or would those be too random and generic?
And how about generating the major threats first, determining how dangerous our world is from the start? Not little random encounters but the 'legends' of the world. Lets say a dragon is generated in our world. Well the dragon has to have a village to feed from and terrorize, then a procedure would generate a village near the dragons lair. Same with that evil wizard to the east, and the ogre tribes in the north, and so on. Or would you do the opposite and attach them to certain geographies and villages that already exist?
And what about random twists that can happen on certain legs of a quest? You were send to a dungeon to find an amulet, when you get there to the final stage a random twist is generate and the amulet is moved to another part of the world, now a band of paladins have taken it. Then the quest could keep twisting with different plots to keep it going potentially until the end is generated.
I want a generated system thats different each time but without being too random.
And then theres implementation within construct. Arrays, variables, ini's, hashs, timelines, etc.
This is just a general discussion about quests and their structure and implementation and what how YOU would do them?
Discuss