thedivergentai/game-design-agentic-skills

godot-quest-system

Expert blueprint for quest tracking systems (objectives, progress, rewards, branching chains) using Resource-based quests, signal-driven updates, and AutoLoad managers.

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사용 방법

  1. 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
  2. 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
  3. 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/thedivergentai/game-design-agentic-skills --skill godot-quest-system

시작 전 확인

  • 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
  • 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 Skill 문서

원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.

MANDATORY loads

  1. quest_resource.gd — StringName ids, status, objectives/rewards
  2. quest_manager_singleton.gd — accept / progress / complete / chain

Supporting: kill_objective_trigger.gd, quest_ui_tracker.gd, branching_quest_data.gd, quest_giver_dialogue_hook.gd, quest_persistence_loader.gd, timed_quest_challenge.gd, hidden_objective_logic.gd, localized_quest_description.gd, quest_graph_manager.gd, quest_waypoint_helper.gd, quest_conflict_resolver.gd, quest_manager.gd (alt helper — prefer singleton).

Golden path

accept → event trigger → progress → complete → persist
CheckpointAction
AcceptQuestManager.accept_quest(quest) — duplicate Resource if runtime mutation; connect quest_completed once
Event triggerKill/collect/talk via trigger nodes / bus — not hardcoded in enemy scripts (kill_objective_trigger.gd)
Progressupdate_objective(quest_id: StringName, …) — interned ids only
CompleteManager erases active, emits quest_completed, grants via inventory/economy signals
DisconnectDisconnect completion Callables when quest leaves active set — prevent double rewards
PersistSave active/completed id maps + counts (quest_persistence_loader.gd) — not live Resource graphs

NEVER Do in Quest Systems

  • NEVER store active quests only on the Player node — Autoload / persistent data.
  • NEVER use unverified plain string ids — StringName / registry (&"kill_slimes").
  • NEVER forget to disconnect completion signals — double rewards.
  • NEVER poll objectives in `_process` — signal-driven.
  • NEVER skip save/load for quest state.
  • NEVER hardcode quest logic inside enemy/item scripts — triggers/bus.
  • NEVER award loot inside the Quest Resource — emit; inventory/economy grant.
  • NEVER allow duplicate active instances of the same quest id.

Field alignment (StringName)

Across body + scripts use:

  • quest.id: StringName
  • objective_id: StringName
  • Manager dictionaries keyed by StringName
  • Dialogue/quest-giver hooks compare StringName, not free strings

Expert WHY (critical)

CAUTION: objectives.all(...) on arrays with null entries crashes — null-check in is_complete() (see quest_resource.gd).

Deep dive (load on demand)

Quest/Objective/Manager/UI walkthroughs and elite patterns — references/quest-patterns-deep.md.

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation

  • Resources — Why quest definitions, objectives, and reward tables belong in reusable Resource assets instead of scene-local scripts.
  • Resource — @export, nested Resources, and duplication rules for Inspector-authored quest data and branching chains.
  • Singletons (Autoload) — How to register a typed QuestManager that survives scene changes without living on the Player node.
  • Autoloads versus regular nodes — When global quest state is justified vs keeping progress on a scene-owned data Resource.
  • Using signals — Emit/connect model for quest_accepted / objective_updated without polling in _process().
  • Instancing with signals — Wire kill/collect/talk triggers from spawned actors into the manager without hardcoded node paths.
  • Saving games — Persist quest IDs and progress counts as dictionaries — never serialize live Quest Resource instances.
  • Internationalizing games — Store tr() keys on quest Resources so titles/descriptions localize without forked .tres files.
  • Timer — Time-limited challenge fail paths via Timer / SceneTree.create_timer timeout signals.
  • Using Containers — Reactive VBoxContainer quest trackers that rebuild Labels from manager signals only.
  • StringName — Prefer interned IDs for objectives/quests to avoid silent typo failures from plain strings.
  • Scene organization — Signal-up / call-down ownership so NPCs and enemies never own quest completion math.

Related Skills

Prerequisites

  • godot-resource-data-patterns — Custom Resources, duplication, and Inspector authoring patterns that quest definitions and objective graphs depend on.
  • godot-signal-architecture — Typed emit/connect, disconnect hygiene, and EventBus routing for kill/collect triggers without ghost listeners.
  • godot-autoload-architecture — Boot order and ownership rules for a singleton QuestManager that outlives scene swaps.

Complements

  • godot-dialogue-system — Quest-giver offer/reminder/thanks branches should query quest status and emit accept/complete through dialogue choices.
  • godot-inventory-system — Collect objectives and reward grants should delegate item mutations to inventory, not embed stacks in quest scripts.
  • godot-save-load-systems — Slot/versioned save pipelines that serialize active/completed quest dictionaries beside player state.
  • godot-ui-containers — Layout and rebuild patterns for objective trackers and journal panels driven only by manager signals.
  • godot-economy-system — Currency/XP reward sinks after quest completion; keep grant logic out of the Quest Resource itself.
  • godot-monte-carlo-balancer — Simulate reward curves, timed-fail rates, and objective difficulty before locking quest economy numbers.

Downstream / consumers

  • godot-rpg-stats — Level gates, XP rewards, and stat prerequisites that unlock or complete quest acceptance checks.
  • godot-combat-system — Death/defeat events feed kill objectives through a bus instead of enemy scripts calling QuestManager directly.
  • godot-genre-action-rpg — Genre composition that consumes quest tracking, dialogue hooks, and reward distribution as one RPG loop.
  • godot-navigation-pathfinding — Objective waypoints and compass helpers update NavigationAgent targets when objectives change.

Master

  • godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns quests vs dialogue, inventory, or save.

관련 작업

같은 저장소의 Skills

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