Quests
A signal-driven quest system ties gameplay together: objectives that trigger on in-game events (kill / collect / scan / dock / reach / arrive), a quest log players accept and abandon quests from, and multi-step stories.
Authoring in AMD
Quests are authored in AMD files (a movie-script-style dialogue/story format) rather than hand-written control flow, which keeps the writing readable and the logic consistent.
Signals
Quests emit signals you can react to from anywhere:
| Signal | Data keys | When |
|---|---|---|
quest_activated |
AGENT_ID, QUEST_ID, QUEST |
a quest becomes active |
quest_completed |
AGENT_ID, QUEST_ID, QUEST |
a quest is finished |
//signal/quest_completed
log("Quest complete!")
See Signals and the
quest API for the full surface (quest_set_state
and friends).