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Advancements & Quests #61

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BenCheung0422 opened this issue Dec 26, 2024 · 0 comments
Open

Advancements & Quests #61

BenCheung0422 opened this issue Dec 26, 2024 · 0 comments

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@BenCheung0422
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BenCheung0422 commented Dec 26, 2024

Supersedes #29

Introduction

In Minecraft Java, there are Advancements. Originally in Minicraft+, there were also Achievements. They are briefly described in #29 and #60. We should have a comprehensive system that could handle these well.

We would have an Advancement system and a Quest system. The 2 systems could serve for different purposes and also characteristics. The features and functionalities would be kind of different, but each could complement each other. Maps could make use of either one or both systems for their own usages.

Quest System

A Quest system is a series of tasks or missions that players need to complete. Quests often drive the narrative forward and provide goals for players to achieve. It usually relates to a specific storyline in the game; where:

  • Main quests are the core missions that advance the primary storyline;
  • Side quests are optional tasks that provide additional content, rewards, and lore;
  • Objectives are specific tasks or challenges within each quest; and
  • Rewards could be items, experience points (if there is a level system), currency, or story progression granted upon completion.

The design scheme is based on:

  • Story Progression: Quests guide players through the storyline, revealing plot points and character development.
  • Direction: Provides clear goals and objectives, helping players know what to do next.
  • Variety: Diverse quest types (e.g., fetch quests, combat missions, puzzle-solving) keep gameplay engaging.

It fits well if there is a clear storyline in the game.

Advancement System

An Advancement system tracks and facilitates character growth and development, often through leveling up, skill trees, or unlocking new abilities. It might not be related to any specific storyline, but could act as a guide of game flow in the game; where:

  • There could be experience points earned by completing tasks, defeating enemies, or achieving milestones;
  • It could be along with levels indicating the progression of the character, usually accompanied by increased stats and new abilities;
  • There might be skills or talents, abilities or traits that can be developed or enhanced as characters advance; and
  • There could be equipment or upgrades for better gear or enhancements unlocked through progression.

The design scheme could be based on:

  • Character Growth: Allows players to improve their characters, making them stronger, more skilled, and better equipped.
  • Customization: Players can tailor their characters' skills and abilities to fit their playstyle.
  • Motivation: Provides a sense of accomplishment and continuous goals to strive for, encouraging long-term engagement.

If taking Minecraft vanilla and several mod packs, the original Advancements or the "Quest Tree" from some mod packs are in kind of this category. It could guide players for gameplay development, could be a technology tree, game flow, etc. However, this should not be limited by or mixed with the characteristics of Quests, that usually require quest accepting for quests given by others.

Designs

If both systems are combined, quests provide immediate goals and narrative progression; Advancement system offers long-term character development and customization. Players are motivated to complete quests for rewards that contribute to their character's advancement while character growth opens up new quest opportunities and challenges.

In certain scenario, the design could be without the Advancement System:

  • Players complete quests primarily for story progression and immediate rewards.
  • Limited character development beyond acquiring better equipment or items.

Or with the Advancement System:

  • Players complete quests to gain experience points and level up.
  • Character progression unlocks new skills, abilities, and higher-level quests, enriching the gameplay.

So, in summary:

  • Quest System: Drives the narrative, provides goals, and offers variety through different types of tasks.
  • Advancement System: Facilitates character growth, customization, and long-term engagement.
  • Combination: Enhances depth, motivation, and synergy, creating a richer and more engaging RPG experience.

Thanks AI for detailed elaboration.

Implementation

Since there could be simultaneously 2 systems for progression tree, an explicit distinguishment and classification are essential to planning. While vanilla gameplay would only make use of the Advancement System, the Quest System would be offered as an optional system and usable via APIs or data packs. Both would offer abilities to alter the configurations of either system in a flexible manner. There would be technical similarities and differences.

Common Characteristics

Unique Characteristics of Advancements

Unique Characteristics of Quests

See Also

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