Quest Objectives in Unity: Linking Game Events to Narrative without ‘Magic Strings’ or Fragile Code
Picture this: your indie game is growing. You have fetch quests, branching dialogues, and epic boss fights. But under the hood, your quest system is held together by strings—literally. You are using string comparisons like if (enemyTag == ‘Goblin_Quest_3’). One typo and the quest breaks. Even worse, if you decide to rename the enemy, you […]