Orchestrate your game's logic. Create complex quests, manage linear sequences, and trigger events with a robust, data-driven framework. Stop writing spaghetti code for your mission flow.Tired of managing complex game states with boolean flags and messy update loops? The Quest & Game Flow System is a professional, data-driven solution designed to handle mission objectives and linear game sequences elegantly. Built on ScriptableObjects, it empowers designers to create intricate tutorials, narrative events, and quest chains without needing constant code changes.Stop Hardcoding Your Game Logic. Start Orchestrating It.Creating engaging tutorials, narrative-driven moments, or complex quest chains often leads to "spaghetti code"—a tangled mess of booleans, timers, and direct references that break easily.The Quest & Game Flow System solves this by separating what needs to happen (Data) from how it happens (Logic).This system is a dual-engine powerhouse:A robust Objective System to track player tasks (collect, interact, reach location, etc.).A powerful Sequence System to control the linear flow of events, capable of waiting for specific objectives to be finished before proceeding.Philosophy: Data-Driven DesignAll quests and sequences are defined as ScriptableObjects. This means:Designers are empowered: They can create new missions and edit game flow directly in the Project view without touching C#.Decoupled Architecture: Your game logic doesn't need to know which specific quest is active, just that a quest has changed state.Version Control Friendly: Easy to track changes to your game's content.Key Features📜 The Objective System (Quests)Define tasks, track their progress, and manage their states (Not Started, In Progress, Completed, Failed).Flexible Definitions: Create reusable ObjectiveDefinitions (e.g., "Collect 10 Coins").Timer: Objectives that must be completed within a time limit.Ready-to-Use Types: Includes built-in objectives for:Collection: Track item counts.Interaction: Track object interactions.Location: Detect entry into trigger zones.Highly Extensible: Easily create custom objective types by inheriting from a base class.🎬 The Sequence System (Game Flow) - The Real PowerThis is where the magic happens. A Sequence is a linear chain of steps that controls the game's pacing. Perfect for tutorials or cutscenes.Step-by-Step execution: The system executes steps one by one.Wait for Objective: The ultimate control feature. Pauses the entire sequence until the player completes a specific objective. (e.g., "Don't open the gate until the 'Find Key' objective is complete").Smart Wait Conditions: A sequence step isn't just an event trigger. It can pause execution until a condition is met:Wait for Seconds: Pause flow for X seconds (great for pacing dialogue).UnityEvent Integration: Each step can trigger standard UnityEvents to interact with any other system in your game.Custom Editor Tools: Includes a custom inspector for easily adding and reordering sequence steps.✨ Developer & Designer FriendlyUI Included: Comes with basic prefab and scripts to display active objectives in your UI instantly.Clean API: Simple methods to start quests, update progress, and listen for events.Full Source Code: Clean, commented, and extensible C# code.Why Choose This System?Organization: Keeps your project clean by moving logic out of scene objects and into data assets. Flexibility: Handles everything from a simple "Kill 10 Rats" quest to a complex, multi-stage tutorial sequence that guides the player. Speed: Implements standard game flow mechanics in minutes, not days.Orchestrate your game's progression today with the Quest & Game Flow System!We use AI for all visual design stuff, logos, images etc




