I just got onilne and received your page about Quest systems from earlier. I just sent a reply, but it's been a few hours so I figured that I'd post here as well.
I went ahead and copy/pasted some code to demonstrate how we do it for NEStalgia. None of the guts of the code are there, but this should give you a very good sense of the design senisiblities behind it:
I learned a lot from my mistakes with Acheron's Awakening's quest system, and I think that what I came up with for NEStalgia has worked out very well for us. It's easy to add new quests, which is the most important part.
I just got onilne and received your page about Quest systems from earlier. I just sent a reply, but it's been a few hours so I figured that I'd post here as well.
I went ahead and copy/pasted some code to demonstrate how we do it for NEStalgia. None of the guts of the code are there, but this should give you a very good sense of the design senisiblities behind it:
http://pastebin.com/hsYRWYLm
I learned a lot from my mistakes with Acheron's Awakening's quest system, and I think that what I came up with for NEStalgia has worked out very well for us. It's easy to add new quests, which is the most important part.