Système de quêtes #129
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Créer un système de quêtes qui incite le joueur à débloquer ou récolter des ressources. Par exemple lorsque la cinématique est terminée une première quête pourrait être d'aller casser des astéroïdes pour récupérer 5 minerais point la 2nde quête pourrait être construire le mothership pour essayer de contacter le World ship. Créez un ensemble de quêtes qui permettent aux joueurs de découvrir petit à petit les différents vaisseaux les différents bâtiments et les différentes planètes. Quand le motership est construit indique aux joueurs que la distance avec le Worldship est trop loin pour que le motership puisse contacter. Il faut donc continuer l'exploration pour réussir à retrouver la trace du worldship.
Traduit ce ticket avant de t'en occuper et créez des outils que si nécessaire
English translation (the ticket as written, then how it is being cut up):
Split into three, because these are three separate pieces of work that fail in different ways:
This ticket stays open as the parent and closes when all three do.
Correction to the numbering above: the sub-tickets are #131 (model), #132 (HUD) and #133 (the chain).
All three sub-tickets are done and closed - #131 (model), #132 (HUD and voice), #133 (the chain) - in
397983b.Summary of what shipped: sixteen quests walking a new game through ore, the mothership, exploration, a yard and a second hull, planetfall and conquest, extractors, gas, freight, power, the lab, a new vessel type, an outpost, and a survey of three kinds of world. The story turns where the ticket asked it to - the mothership is built, the World Ship is called, and the answer is distance rather than silence, so everything after it is a search that has to be flown.
Objectives appear on the HUD and are announced through the dialog banner, which (as of #128) stops the game until the player acknowledges them. Both the space scene and the planet surface carry the whole apparatus, so a quest finished on a surface is announced there rather than on the way back up.
Suite: 142/142.