Zach Taylor Work Blog (Wk11)


Total Weekly Hrs: 9 Hrs

Quest System: 9 Hrs

For this week I focused on expanding the functionality of the Quest System. 


(Fig 1)

In (Fig 1) A NPC character given the QuestGiverComponent, when a player interacts with them a string currently prints with the name of the Quest on the top left of the Viewport. 


(Fig 2)

(Fig 2)  shows the nodes for the display quest function that make the Quest Giver Widget appear when they are interacted with. 

(Fig 3) 

(Fig 3) shows the in game view of the Quest Giver Widget mentioned in (Fig 2). It currently displays the name of the quest “My First Quest” the description, the objectives (which are currently not assigned) and a list of rewards (white boxes, which are also not assigned). 

(Fig 4)

In (Fig 4) the nodes are shown from within the Quest Giver Component. The accept quest button in (Fig 3) currently has no functionality but the decline quest button will close out of the widget. The quest details are all set with the data table and reflect the quest name, description and objectives. 

(Fig 5) 

A quest log widget that will appear on screen when the player presses the “tab” button. In (Fig) 5 this is how the log will appear when there are no active quests. 


(Fig 6) 

(Fig 6) is the same quest log in (Fig 5) but after the player has accepted “My First Quest” from the quest giver. Similar to the Quest Giver Widget it shows the name of the quest, description and the objectives. A check mark is also listed next to the name of the quest to indicate its completion status. 

(Fig 7)

 (Fig 7) is the Quest Giver Widget with the addition of objectives appearing. This was made through a separate quest objective widget and the use of a widget switch. All objectives within a quest will now be listed here. 

(Fig 8) 

(Fig 8) shows the nodes for the formatting of the objectives displayed in the quest log. 


(Fig 9)

In (Fig 9) the quest objectives are now checked off in the quest log if they are completed and will display the quantity of the objective type that was required. 

(Fig 10)

(Fig 10) is an in game view of the player interacting with an object to complete a quest objective. A widget was also added to notify the player when they have completed an objective. 


(Fig 11)

(Fig 11) is the actual set-up of the Quest Notification Widget and the “Appear” animation that was added to it. The notification along with the check mark fade in and out from the viewport. 

(Fig 12)

(Fig 12) shows nodes that were added to an enemy blueprint for their deaths to be registered within a kill objective quest


(Fig 13)

After the assigned 3 Shadow creatures are killed by the player (Fig 13) shows the quest notification the player receives upon completion of the objective. 

(Fig 14)

(Fig 14) shows the nodes used for a location marker that triggers a widget displaying when a new area has been entered/ discovered.

(Fig 15)

(Fig 15) shows the nodes in (Fig 14) in action. The name of the area being entered is displayed in the top left corner and the player completed the objective of discovering the location. 


(Fig 16)

(Fig 16) is a simple inventory component added to the player that allows them to perform the collect objectives for quests. 


(Fig 17)

(Fig 17) shows nodes added within the Quest Base to allow the player to collect objects before a quest is active and still get credit for them.

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