Quest state machine
Keeps track of every quest: what stage it is at, which facts of the game are true, and which quest depends on which. Because quests are written as plain lists, your AI can show you exactly why a quest will not start, and hand you the list of what depends on what as proof.
When you need it
For any game with quests, tasks or story steps that open up other ones, where a bug would mean a player can never finish something.
Say this to your AI
Use the quest tracker from Spielerando for my quests and show me which quest depends on which, and what still blocks each one.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP
Settings
- startAction (start): The name of the move that begins a quest.
- doneFlagPrefix (done:): The start of the flag that is set when a quest is finished, so other quests can wait for it.
- failedFlagPrefix (failed:): The start of the flag that is set when a quest fails, so the story can react to it.
Your AI gets the code
The finished code and math come through the Spielerando connection, so your AI can use them right away. Connect your AI
Common questions
how do i build a quest system
Write each quest as stages with the steps a player can take. Keep the facts of the world as a list of yes-or-no flags. A step can need a flag, set a flag and lead to the next stage.
how do i make one quest unlock another
Finishing a quest sets a flag by itself. The next quest simply needs that flag before it can start, so there is nothing else to wire up.
why won't my quest start
Ask for the reason. A move that is not possible is refused with a sentence that names exactly what is missing or what stands in the way.