Quests
Player experience
Quests are how you grow, and how the story is told in objectives. Finish one and a weapon, a spell, or the next level is yours on every future run. You still equip a weapon or a spell from the inventory before the next life.
Each level has its own list. Hidden quests stay off that list until you reveal them or finish them. A chain would show when a quest has more than one step. None of them do yet. The lifetime list, Achievements, is empty. A quest can require Hardcore. None of the current quests do.
The place itself, and the enemies that make a chapter unique, live on the level.
Product goal
Quests are the meta-progression. The rewards are weapons, spells, and levels, so you can go further, and so the narrative can move. The story from level to level is told by the environment and by these objectives.
Open
The level-to-level narrative is open, and so is which permanent rewards you bring into round 1.
Both the Quests list and the Achievements list can grow into complex chains and hidden content, in the spirit of CoD Zombies Easter eggs. A chain shows up on a level page when a definition has more than one step.
Today there are 17 quests on the level lists and 0 on the lifetime list. 3 stay hidden until revealed or completed: Complete round 10, Complete round 25, Complete round 25. None of them are hardcore-only. None of them have more than one step.
A reward is equipped for the next life from Inventory.
The Altar
9 quests
This is The Altar's list, as it exists. Reach round 5 and you earn Ground Pound and the next chapter. The other objectives hand you a weapon or a spell. Two of them stay off the list until you reveal them or finish them: complete round 10, which gives the Lobber, and complete round 25, which gives Obliviator. The rows on the page are the whole list.
The Void
8 quests
This is The Void's list, as it exists. Reach round 15 and you earn Halo. The other objectives hand you a weapon or a spell. One of them stays off the list until you reveal it or finish it: complete round 25, which gives the Rocket. The rows on the page are the whole list.
As built
Quests
What the player can do
LevelState calls IQuestService.BeginLife with the level id, the hardcore flag, and the local seat when a life starts. Steps on a QuestDefinition count what that life does (kills, families, bosses). A quest can be hidden, hardcore-only, tied to one level, or marked main. Rewards name an item id or a level id.
If the life produced something to present, the quest reward screen runs after gameplay and before the leaderboard.
What ends it
EndLife closes the life. The reward screen ends when the player continues. Quest definitions that are not in the project are not active. The asset list is the as-built quest assets.
What is saved
Lifetime quest progress is written into the profile when the quest service saves. Presentation for the life just finished is cleared after the reward screen.