Advanced Quest System Help

I’m working on a game where players complete dynamic, multi-step tasks (like quests) to maintain a submarine and earn money. Tasks can be accepted from a master list based on a player’s role, and progress updates for all players working on the same task. Players can join or leave tasks at any time, and objectives range from simple prompts to unique logic or minigames (e.g., repairing machines).

My main challenge is figuring out how to structure this system — organizing scripts, modules, and data flow. I’m pretty good at scripting, but I’m unsure how to framework the overall logic in a clean and scalable way. I’ve checked out other posts and videos, but nothing has quite addressed this. I understand this is quite a lot, but help or examples would be a huge help. :frowning:

(P.S., I’m much more comfortable with a modular-based system for storing tasks/data, so If that’s possible, it would be heavily appreciated.)

I used the Quest System from HowToRoblox on YT:

It uses unique modules for each individual quest and is highly customisable as each quest is effectively self-contained
I had to modify it massively to do progression checks with multi-stage missions, but it works well. I just takes hours every time I go back to modify it to remember how it all hangs together

Maybe this will help you :slight_smile:

Oh thanks! I’ll look into this.