Spielerando

Quest Log

A quest log keeps a list of quests with goals that count up. Game events add to every active quest that wants them, progress stops at the goal, a quest with a hand-in waits for the player, optional goals never block, and the log always points at one quest being worked on.

Also called: Journal, Mission log, Task list, Objective tracker.

A felt mouse adventurer sits by a yarn campfire holding an open journal with rows of stitched picture goals, two already marked with green sewn ticks and the third half stitched with a needle still hanging from it.
Tuftwick Trail, an invented felt-craft adventure. Invented game, image generated with AI.

Paste this to your AI

Copy it into Claude, Cursor or ChatGPT. It already has good values and the usual mistakes in it.

Add "Quest Log" to my game.

What it should do: A quest log tells the player what they are doing and how far they are. It has to be right at every moment: the numbers count what the player did, finished quests stay finished, the tracker never points at something that is over, and a long list of tasks stays small enough to manage.

Build it exactly as this state machine. First check that it fits my game, then build it like this:

```mermaid
stateDiagram-v2
  [*] --> open
  open: Not taken
  active: In progress
  ready: Ready to report
  done: Finished
  failed: Failed
  open --> active: player accepts
  open --> ready: accepts with goals met
  active --> ready: goals met, hand in
  active --> done: all goals met
  ready --> done: player hands in
  active --> open: player abandons
  ready --> open: player abandons
  active --> failed: quest fails
  ready --> failed: quest fails
  failed --> open: player retries
  done --> [*]
```

Use these starting values:
- maxActive: 5 quests
- keepProgressOnAbandon: 0

Watch out for these common mistakes:
- A goal counts past its limit: Tell your AI: hold every goal at its limit, and handle a goal that is already full as no change.
- Deeds from before the quest: Tell your AI: decide it and write it down. Here events before taking a quest are lost, and the quest starts at zero.
- One deed that serves two quests: Tell your AI: give every active quest with a matching goal the event.
- An optional goal that comes too late: Tell your AI: give quests that have optional goals a hand-in, and keep counting the optional goals until it.
- A quest abandoned when it was ready: Tell your AI: check the goals when a quest is taken, and make it ready or done at once if they are met.
- The tracker points at a finished quest: Tell your AI: after every change, move the tracker to the next quest in progress, or to none.
- A failed quest that keeps counting: Tell your AI: count events only for quests in progress, and clear the progress on a retry.
- A full log that cannot be left: Tell your AI: count quests waiting for a hand-in as taking a place.

Do not change anything else in the game. Do not claim anything without proof: model what it takes, and show me what your solution rests on and how I can see that it works. If you cannot show something, say you do not know. When you are done, tell me in plain words how to try it.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP

What it does

A quest log tells the player what they are doing and how far they are. It has to be right at every moment: the numbers count what the player did, finished quests stay finished, the tracker never points at something that is over, and a long list of tasks stays small enough to manage.

How it runs, as a diagram

Everything it can be in, and what moves it on. Your AI builds from exactly this.

player acceptsaccepts with goals metgoals met, hand inall goals metplayer hands inplayer abandonsplayer abandonsquest failsquest failsplayer retriesNot takenIn progressReady to reportFinishedFailed
How it runs, as a diagram
  • Not taken → In progress: player accepts
  • Not taken → Ready to report: accepts with goals met
  • In progress → Ready to report: goals met, hand in
  • In progress → Finished: all goals met
  • Ready to report → Finished: player hands in
  • In progress → Not taken: player abandons
  • Ready to report → Not taken: player abandons
  • In progress → Failed: quest fails
  • Ready to report → Failed: quest fails
  • Failed → Not taken: player retries

Good starting values

ValueStart withWhat it changes
maxActive5 questsHow many quests can be open in the log at once, counting those waiting for a hand-in. Five is what a player can keep in their head. With more, they stop reading the log.
keepProgressOnAbandon0Zero starts a quest from nothing when it is taken again, so abandoning never costs less than finishing. One keeps what was done, which is kinder, but lets a player park a half finished quest.

What usually goes wrong

A goal counts past its limit

A goal that needs five pieces of wood can show seven if the count is added without a limit, and a screen that reads 7 of 5 looks like a bug.

Fix: Tell your AI: hold every goal at its limit, and handle a goal that is already full as no change.

Deeds from before the quest

A player who killed wolves before taking the wolf quest expects them to count, or expects them not to. Games that do it by accident confuse both kinds of player.

Fix: Tell your AI: decide it and write it down. Here events before taking a quest are lost, and the quest starts at zero.

One deed that serves two quests

If the first quest that wants an event takes it, a second quest for the same deed never moves.

Fix: Tell your AI: give every active quest with a matching goal the event.

An optional goal that comes too late

A quest without a hand-in is finished the moment its needed goals are met, so an optional goal done a moment later is lost, and the player feels cheated.

Fix: Tell your AI: give quests that have optional goals a hand-in, and keep counting the optional goals until it.

A quest abandoned when it was ready

With progress kept, taking the quest again can leave it open with all its goals met and no way to finish it.

Fix: Tell your AI: check the goals when a quest is taken, and make it ready or done at once if they are met.

The tracker points at a finished quest

When the tracked quest ends, the log still shows it, or shows nothing although other quests are open.

Fix: Tell your AI: after every change, move the tracker to the next quest in progress, or to none.

A failed quest that keeps counting

Events keep adding to a failed quest, and a retry starts with progress from before the failure.

Fix: Tell your AI: count events only for quests in progress, and clear the progress on a retry.

A full log that cannot be left

If quests waiting for a hand-in do not count toward the limit, a player can pile up more quests than the log can show.

Fix: Tell your AI: count quests waiting for a hand-in as taking a place.

How to check it works

Works well with

Common questions

how do i add a quest log to my game

Paste this: Add a quest log. A quest has goals with a number each, and game events add to the goals of every quest in progress that wants them, never past the goal. A quest is finished when every needed goal is met, or ready to report if it has a hand-in. Optional goals never block. Allow 5 quests at once, count quests waiting for a hand-in, and keep a tracker on one quest in progress.

should quest progress count from before the player took the quest

Either can work, but decide it. Not counting is simpler and safer, and the quest always starts at zero. Counting past deeds feels generous for things like items in the bag, but is confusing for kills.

how many quests should be active at once

About five. It is what a player can remember, and what fits a screen. More, and the log becomes a chore. Keep a tracker on one so the player always knows what to do next.

what happens to quest progress when the player gives up a quest

By default it starts from zero when taken again, so giving up is not cheaper than finishing. Keeping the progress is kinder, but check the goals when the quest is taken again, or a quest that was ready can come back stuck.

Where it comes from

We could not find a reliable origin for this one yet.

Where this mechanic comes from has not been researched yet.

Games are named only as references. Names and marks belong to their owners, and nothing here is endorsed by them.

What was checked

This is what separates the blueprint from a catalogue entry: the values on this page come from code that runs.

Your AI gets the code

Tested example code comes through the Spielerando connection, so your AI can use it right away. How to connect it