Building a Quest System

My current approach is :
(I have not implemented it yet, I am just prototyping them on the board. @pspeed please comment if you feel the approach is taken wrongly and I need to change it)

Reading my Scenario prefab (blueprint) and it’s containing Quests from a JSON string persisted in a JsonString component and parse it with Gson. So I do not represent a Quest itself with an entity.

When a quest unlocked I assign a QuestGiver component to the NPC entity who is going to give this Quest to the players Party.

QuestGiver component has name of the Quest it’s going to give.

Now based on what you said, I think If I add also the current state of the quest into QuestGiver component then I do not need EventBus stuff at least for this case :wink: