preface

In almost all games, there are tasks that motivate the user for in-game behavior. We have a quest system in our game right now, but it’s the simplest quest implementation. This article introduces the mission system as I understand it and the current mission building and future optimization direction of Ludo games.

Mission system concept

For example, in the following example, the boss assigned my humble Wang a task to buy rice, and Wang accepted the task will go to the corresponding restaurant to buy rice. At the same time, as the boss, he will give xiao Wang a little reward. This mode is the simplest task mode. The initiator of the task, the executor of the task, the task itself. The three make up the simplest task system.

The life cycle of a task

  1. Initialization (task creation)
  2. Triggers the task
  3. A task
  4. Receive rewards (voluntarily, passively)
  5. Mission to destroy

Task classification

  1. Periodic task
  2. Permanent mission
  3. Sign in task
  4. Continuous task
  5. Timing task

How do I get quests

When considering how to get tasks, let’s assume that there is a place where we can get any task, whether it’s staged or continuous. This place or structure I call the quest tree (I’d like to call you the strongest 😘)

Task tree

Here we introduce the concept of a task tree. The concept or structure of a tree is familiar to us. The root node is the beginning of our task.

We use mind maps to simulate our task tree model

Task tree implementation

We can use linked lists to implement task trees. I’ll show it in code later in the implementation, but I won’t go into it here

conclusion

This chapter briefly introduces the concept and classification of tasks and introduces a small concept of task tree. In the later articles, the design and implementation of interface task system will continue