Conversation and quest generation are all... Properly saving. Yaaaaaaay. Serializing content generation functions is so much fun. Can't you see the excitement gushing out of the punctuation marks? Can you taste the sarcasm?
Doing that, though, required (actually probably not,) making a QuestEvent that can add quests to the player's quest list. Which is nice. It makes quests a little more elegant, and will make things like Quest chains incredibly easy. Just add the event that adds Part 2 to the end of Part 1. BAM.
Right now, though, I am implementing dialogue choices. Dialogue choices, I have decided, can fire off QuestEvents. We're going to start with the Tutorial prompt. That's right. SKIPPABLE TUTORIAL QUESTS COMING RIGHT UP.
NOBODY LIKES YOU, MANDATORY TUTORIAL QUESTS. GO HOME. YOU'RE DRUNK.