Book Image

Mastering LibGDX Game Development

By : Patrick Hoey
Book Image

Mastering LibGDX Game Development

By: Patrick Hoey

Overview of this book

Table of Contents (18 chapters)
Mastering LibGDX Game Development
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
Index

Chapter 6. So Many Quests, So Little Time…

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...