As we begin to flesh out the remaining features of BludBourne, this chapter in particular will focus on a core staple in most RPGs—the quest system. A quest system defines the parameters for leveling a player character, with adventures such as saving a princess or collecting animal carcasses. The quest rewards for completion typically include gold, experience points, and other items in the game world. In this chapter, you will learn a data structure used for quests, the dependency graph, and also a few types of implemented quests to give you reference implementations for your own game.
In summary, we will cover the following topics in this chapter:
The theory of dependency graphs
The dependency graph implementation
QuestUI
The steps involved in creating a quest
We will start by first describing the theory behind the dependency graph and explain why this data structure is applicable for quest management. After discussing the theory, we will then walk through...