Quests
Give players clear goals and rewarding payoffs. Define the objective, pick the rewards, and the engine handles progress tracking, completion detection, and reward delivery automatically.
Each quest has a type that controls its lifecycle. Daily quests reset every day, giving players a reason to come back. Other quest types persist in the player's journal until completed.
"Collect 5 Mushrooms" as a daily quest that resets at midnight. "Defeat the Dungeon Boss" as a permanent journal quest that stays until done.
Define what the player needs to do: an action type, a target item or entity, and a quantity. The engine listens for the matching action and increments progress automatically. No scripting required.
"Kill 10 Wolves" — action: Kill, target: Wolf, quantity: 10. "Collect 3 Crystals" — action: Collect, target: Crystal, quantity: 3.
Each quest has one or more rewards delivered on completion. Mix currencies, items, and stat bumps freely. Players see the full reward list in the quest log before they start, which helps drive engagement.
Reward: 500 Gold + 1 Rare Sword + Level +1. Or: 100 Gems + Strength +10. Stack as many reward entries as the quest deserves.
Control where each quest appears in the quest log. Lower numbers appear first. Use this to put important quests at the top and optional side content further down.
Main story quests at order 1-10, daily quests at order 50-60, optional challenges at order 100+.