Girl, you're amazing. I wish you could be a teacher in my gaming institute. Your way of explaining things are really nice and you care about knowing what we're gonna code. It's not just "copy this code and it will work". Thank you so much.
Spreadsheets FTW! I like how this video provides software-engineering guidance. It Breaks the Problem Down: you walk us through identifying goals, making prototypes, performing requirements analysis. Thank you - I've been struggling making my own sheet-driven quest system, stuck because of confusion/overwhelm: I needed to have Separated my Concerns, and in favor of making things happen on screen I under-analyzed the interactions between Quests, the Communication with my game entities, especially around What should Happen when State Changes. Fixing that now .. . .
I've been bashing my head against a wall just to figure out how to make a reusable quest system for my game. While this video didn't feature any implementation, it did open a few possibilities for me on how to approach this complicated topic Thanks a lot for the video
Even tho these videos dont help with the project im working on, i still watch these.. I think Friendly Cosmonaut's videos are so professional .. Fantastic Stuff.. :)
I can't imagine a more fun hobby than to make RPG games, and 2d games in general on my own. You along with Heartbeast and Shaun Spalding have helped me so much to start understanding how coding and GMS2 actually works, thanks and please never quit these ;)
I like this kind of tutorials and I really wish more people would do general system structure like this. I don't use Game Maker, I use Construct instead and I'm glad I don't always have to solely rely on Construct only tutorials because they almost never go out of the "simple system made with a specific engine" zone. So thanks for doing this kind of stuff.
Thanks so much! That's so awesome that you can adapt the system - I really tried to keep this exact thing in mind when making it. The logic of systems/storing data is definitely applicable across languages and programs, so it's great to keep them flexible.
As always, fantastic material. Your videos are a tremendous help. I hope in the future we will see the advanced series about the dispatcher/listening for events you mentioned.
Thanks to all your patreons. Great tutorials and game making logic. I learn a lot from your videos because everything is easy to understand and to implement.
your tutorials are so awesome, thank you so much for making these videos. just seeing how you brainstorm these ideas is really helpful - especially when you're not sure where to start. keep it up & thanks again!
Great insight. I think you should start a series where it's not so much focused on the viewer copying your code but explaining the logic behind things. Just like this video.
Just wanted to say that your cgannel is amazing and has one of the best technical content for GM! I'll support you as far as I can in Patreon, keep the awesome content up!
This exactly was I was looking for, excellent overview of the high level concepts for quests systems, thank you so much for this video ! This will save me a lot trouble :)
Great turorial, I've been watching way to many of your tutorials because at todays English test all i could remember was the word "FriendlyCosmonaut" and different programing things. How come things related to coding and great content stick to my head after only a couple of minutes, but english words wont even after hours of practice ;-;
That's a very interesting video and gives a lot of useful info !! Anyhow I am wondering what's the difference between Quest System and the Event Dispacher System (Pub/Sub System) which you mention at 10:20 min of the video. How they differese one to another? How do they `communicate` ? What's the benefit of using one or both of them ? Thx
Quest System USES an Event Dispatcher System. Quest systems need to communicate with other entities in your game, such as the Player Inventory. To "listen" for changes to inventory, a Quest might "subscribe" to CHANGES in the inventory using the Event Dispatcher System. Inventory would have to register itself as an Event Publisher, first. Then anything else in the game could become a Subscriber. Boom! Example: A locked-door quest can quickly learn if the player picked-up a key, and pop-up a Dialog saying, "You found the key! Use this key to find the Jewel that David the NPC asked you for, earlier!"
I think I am wrong, . The video describes Quest Stages as Steps. Like, a Quest might have many many tasks that are needed, just to complete ONE quest. So, yes they are story-arc, and NO they are not tracking status of just one step, but rather tracking status of the larger story-arc of the quest. Like in a typical human life, if you're 80 years old, then you are "elderly", which is like stage 9 of 10. :-0
I couldn't fit all the content for this into one video so ended up spreading it out. The next video should be out in the next day or so!
Girl, you're amazing. I wish you could be a teacher in my gaming institute. Your way of explaining things are really nice and you care about knowing what we're gonna code. It's not just "copy this code and it will work". Thank you so much.
Awsome but this video isn’t in the quest system playlist
Spreadsheets FTW! I like how this video provides software-engineering guidance. It Breaks the Problem Down: you walk us through identifying goals, making prototypes, performing requirements analysis. Thank you - I've been struggling making my own sheet-driven quest system, stuck because of confusion/overwhelm: I needed to have Separated my Concerns, and in favor of making things happen on screen I under-analyzed the interactions between Quests, the Communication with my game entities, especially around What should Happen when State Changes. Fixing that now .. . .
I've been bashing my head against a wall just to figure out how to make a reusable quest system for my game. While this video didn't feature any implementation, it did open a few possibilities for me on how to approach this complicated topic
Thanks a lot for the video
I watch a lot of game dev tutorials and almost none of them talk about things/systems you do and explain them so well.
Thank you!
Even tho these videos dont help with the project im working on, i still watch these.. I think Friendly Cosmonaut's videos are so professional .. Fantastic Stuff.. :)
I can't imagine a more fun hobby than to make RPG games, and 2d games in general on my own. You along with Heartbeast and Shaun Spalding have helped me so much to start understanding how coding and GMS2 actually works, thanks and please never quit these ;)
I like this kind of tutorials and I really wish more people would do general system structure like this. I don't use Game Maker, I use Construct instead and I'm glad I don't always have to solely rely on Construct only tutorials because they almost never go out of the "simple system made with a specific engine" zone. So thanks for doing this kind of stuff.
Thanks so much! That's so awesome that you can adapt the system - I really tried to keep this exact thing in mind when making it. The logic of systems/storing data is definitely applicable across languages and programs, so it's great to keep them flexible.
As always, fantastic material. Your videos are a tremendous help. I hope in the future we will see the advanced series about the dispatcher/listening for events you mentioned.
Thanks to all your patreons. Great tutorials and game making logic. I learn a lot from your videos because everything is easy to understand and to implement.
Thank you so much! I've been looking for a starting point for a quest system for a *long* time. I can't wait to try this out!
your tutorials are so awesome, thank you so much for making these videos. just seeing how you brainstorm these ideas is really helpful - especially when you're not sure where to start. keep it up & thanks again!
YES YES YES!!! I’m planning an rpg, and this is exactly what I need!!! Thanks so much FC!
Great insight. I think you should start a series where it's not so much focused on the viewer copying your code but explaining the logic behind things. Just like this video.
your tutorials and teaching style are amazing as always
This is just what I needed for my current project! Thanks Cosmonaut!
Just wanted to say that your cgannel is amazing and has one of the best technical content for GM! I'll support you as far as I can in Patreon, keep the awesome content up!
This exactly was I was looking for, excellent overview of the high level concepts for quests systems, thank you so much for this video ! This will save me a lot trouble :)
Thank you from the bottom of my heart!
You have no idea how helpful this is. THANK YOU!@
Great video. I hope you continue your chanel with more video. I subscribed now.
fuck. yes. this is amazing and i CANNOT wait!
Can't wait! This is gonna be so useful
Great turorial, I've been watching way to many of your tutorials because at todays English test all i could remember was the word "FriendlyCosmonaut" and different programing things. How come things related to coding and great content stick to my head after only a couple of minutes, but english words wont even after hours of practice ;-;
That's a very interesting video and gives a lot of useful info !! Anyhow I am wondering what's the difference between Quest System and the Event Dispacher System (Pub/Sub System) which you mention at 10:20 min of the video. How they differese one to another? How do they `communicate` ? What's the benefit of using one or both of them ? Thx
Quest System USES an Event Dispatcher System. Quest systems need to communicate with other entities in your game, such as the Player Inventory. To "listen" for changes to inventory, a Quest might "subscribe" to CHANGES in the inventory using the Event Dispatcher System. Inventory would have to register itself as an Event Publisher, first. Then anything else in the game could become a Subscriber. Boom! Example: A locked-door quest can quickly learn if the player picked-up a key, and pop-up a Dialog saying, "You found the key! Use this key to find the Jewel that David the NPC asked you for, earlier!"
Why haven't I seen your channel before ._. thank you!!
Yei, I was waiting for this moment. XD
You're great
this is what i need!! thanks a lot!! i like ur voice XD
I think you forgot to add it to the playlist. :)
What is quest stage??
Quest Stages are similar to a story-arc. A quest might have the following stages: Locked > Unlocked > In Progress > Completed (or Failed).
I think I am wrong, . The video describes Quest Stages as Steps. Like, a Quest might have many many tasks that are needed, just to complete ONE quest.
So, yes they are story-arc, and NO they are not tracking status of just one step, but rather tracking status of the larger story-arc of the quest. Like in a typical human life, if you're 80 years old, then you are "elderly", which is like stage 9 of 10. :-0
@@ByteSizedSociety Thank you! The story-based architecture was quest stage!
you are the best !!
🌺🙏🌺
OMG, marry me.
A friend could get a "Temporary Authorization to Perform a Marriage", and marry you to a Chair! 🪑
@@ByteSizedSociety what?