Install via Godot
To maintain one source of truth, Godot Asset Library is just a mirror of the old asset library so you can download directly on Godot via the integrated asset library browser
Godot Engine (v3.0) Quest System
Running the example
Copy addons folder to example folder, then open the example folder in Godot. The example folder acts as the base project folder.
I am attempting to apply Domain-Driven Design principles, with repositories acting as adapters to various underlying infrastructure concerns (database, file, api).
This is probably the biggest problem to solve, how to persist the data. I haven't read up yet on JSON and file read/write in Godot.
If implementing a file-based quest_repository, I suspect you would read in the file, then loop over each line and use it to create a quest.
This could also be implemented via a REST API probably using the HTTP functions.
Status of SQLite
Broken. When I first started to dive into this, I had no clue what I was doing and was basing the work off of another project.
I think what needs to happen is you would need to bind to a sqlite library via cpp, and then compile a dynamic library for Windows, Linux, and Mac.
For a local game, you might implement a file repository. This could be a file-per-quest that you open and read, and maybe an index file to lookup.
Exposing an API, you could have a network/internet/API implementation to find and read quests.
It's possible that you could create bindings for Godot server to communicate with an actual RDBM server (mysql, pgsql).
Godot quest system (WIP).