How To Use Equipment To Create Great Games, Part 8: Trigger Unique Quests
We’re breaking down some of the many uses of the On-Equip feature in this 11-part series.
Welcome back with another entry in our ongoing series exploring the power of The Sandbox Game Maker’s “On-Equip” feature.
For those new to the series, On-Equip is a versatile tool that enhances player experiences by allowing items to trigger specific actions or effects when equipped. By integrating On-Equip mechanics, creators can introduce new levels of interactivity, making gameplay more dynamic and engaging.
In this installment, we’ll dive into how creators can use On-Equip to trigger hidden quests, adding a layer of discovery and player-driven progression to their experiences.
Ready to learn more? Update to the latest version of Game Maker and prepare to see what’s possible with On-Equip!
This article is part four of an 11-part series about using On-Equip. To read more, click one of the links below:
- Part 1: NPC Interactions
- Part 2: Toggling Between States
- Part 3: Hex or Impede Players
- Part 4: Trigger Unique Interactions
- Part 5: Create Class-Based Systems
- Part 6: Avoid Environmental Hazards
- Part 7: Crowd Events
Using Equipment to Trigger Unique Quests
Instead of presenting quests in a traditional scripted manner, you can design hidden quests that only activate when players equip specific items. This creates a sense of exploration and rewards curiosity, as players must find, equip, and interact with elements in the game world to unlock new adventures.
This kind of mechanic is common in games of all types. Players may encounter an area that they are unable to enter or a sign that they are unable to read. This informs them that they need to find a specific item and return to that location to continue their adventure.
How This Could Appear in Your Game or Experience
Imagine a game inspired by Jurassic World. Your player is examining fossils using a magnifying glass or special glasses. They come across a dig site, but they are unable to explore it because, as a pop-up tells them, they lack the correct gear to begin digging.
Now, the player is aware that they need to be on the lookout for an item that will allow them to start digging in this area. They continue to explore the game world, eventually coming across a set of Abandoned Relic Gloves. Aha! Just what they were looking for.
Now, they return to the dig site and can uncover valuable fossils that will fetch them a pretty penny from the in-game souvenir store.
This kind of mechanic adds a new dimension of realism to your gameworld that can be implemented by following the steps below!
How to Implement
Start by setting up an Asset. Create an asset or NPC that the player can interact with, but initially, it does nothing, or informs the player they lack the necessary information or item. Then, set up an Asker and attach it to the asset. When the player interacts with the Asset, the asker informs them they are unable to read it.
Create the Equipment Asset that the player will need to acquire. Place the equipment (e.g., Abandoned Relic Gloves) somewhere in the game world. Make the equipment collectible and set an “On-Equip” message. Then, set up a Variable in the rule system that will check if the equipment item is equipped. Add a Math Rule in the rule system to add 1 when the “On-Equip” message is triggered, updating the variable.
Set up a Trigger Volume in front of the dig site or whatever asset the player cannot interact with. Set the detection size to be small so the player must be close to the item. Set the enter message to “Check”, then set up a Compare Value. Create a compare numbers rule in the rule system that triggers on the “Check” message. Have the compare check if the variable equals 1, and if so, send a success message.
Set up another Asker on the success message from the compare value. This Asker informs the player that the item they equipped contains the information needed to read the map, revealing a hidden location. Set up a response for the Asker to agree to find the location.
Now, head to the gameplay settings and add a quest that triggers via message. Set the trigger message to match the response message, agreeing to go on the mission. Finish setting up the quest. This setup should now trigger a quest upon completion of the required conditions.
For more information, check out the GitBook.
Potential Uses for Unique Quests
You’re a treasure hunter exploring tombs and dangerous places. You come across an ancient tablet in a language you have never seen before. You can tell it’s important, but you need to find a way to translate it. Explore the tomb and collect pieces of ancient books to fully learn the language. Once you have enough pieces, return and discover what mysteries await!
Or, perhaps you speak to an NPC, but they talk to you in an alien language. You need to get past them, but they keep saying something you can’t comprehend. Using a local translation book, you manage to communicate with them. They tell you they need 50 gold coins to let you pass and give you a quest to find the money. Using the book, you interact with other NPCs and find ways to help them and gather the money needed to progress.
Unleash Your Creativity with On-Equip
Unique Quests offers a world of possibilities, allowing you to create exciting game worlds that players keep revisiting. By strategically utilizing the many On-Equip mechanics, you can introduce new layers of interactivity and immersion into your creations.
Get started today and discover the transformative potential of the On-Equip feature in shaping your gaming experiences in The Sandbox. Stay tuned for Part XI: Using Equipment to Trigger Power Ups & Health Regeneration!