Mobile Game Daily Quests System Development

NOVASOLUTIONS.TECHNOLOGY is engaged in the development, support and maintenance of iOS, Android, PWA mobile applications. We have extensive experience and expertise in publishing mobile applications in popular markets like Google Play, App Store, Amazon, AppGallery and others.
Development and support of all types of mobile applications:
Information and entertainment mobile applications
News apps, games, reference guides, online catalogs, weather apps, fitness and health apps, travel apps, educational apps, social networks and messengers, quizzes, blogs and podcasts, forums, aggregators
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Online stores, B2B apps, marketplaces, online exchanges, cashback services, exchanges, dropshipping platforms, loyalty programs, food and goods delivery, payment systems.
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Electronic services mobile applications
Classified ads platforms, online schools, online cinemas, electronic service platforms, cashback platforms, video hosting, thematic portals, online booking and scheduling platforms, online trading platforms

These are just some of the types of mobile applications we work with, and each of them may have its own specific features and functionality, tailored to the specific needs and goals of the client.

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Mobile Game Daily Quests System Development
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Mobile Game Daily Quests System Development

Daily quests—main mechanism for daily app return. While achievements provide long-term goals, daily quests answer "why open game today?" For casual games with DAU under 100k, properly implemented dailies increase Day-7 retention 1.5–2x—if quests are actually interesting, not "open game 3 times."

Quest Generation: Static vs Dynamic

Static quests — fixed pool, randomly select 3–5 per day. Simple to implement, predictable for players, gets stale fast.

Dynamic quests — generated based on player progress and activity. New players get "complete 3 levels," veterans get "collect 500 resource X." Complex implementation, better retention.

Data schema for dynamic system:

[Serializable]
public class QuestTemplate
{
    public string templateId;
    public string type;           // "complete_levels", "collect_items", "defeat_enemies"
    public int[] targetValues;    // difficulty variants: [3, 5, 10]
    public string[] targetParams; // for collect: ["wood", "stone", "gold"]
    public QuestRewardTier[] rewardTiers; // reward by difficulty
    public int minPlayerLevel;
    public int maxPlayerLevel;    // -1 = no limit
}

[Serializable]
public class ActiveQuest
{
    public string questId;
    public string templateId;
    public string type;
    public string targetParam;
    public int targetValue;
    public int currentValue;
    public bool isCompleted;
    public bool rewardClaimed;
    public DateTime expiresAt;
}

DailyQuestManager: Generation and Tracking

public class DailyQuestManager : MonoBehaviour
{
    private const int QUEST_SLOTS = 3;
    private List<ActiveQuest> _activeQuests = new();
    private QuestDatabase _database;

    public void GenerateDailyQuests()
    {
        _activeQuests.Clear();
        var playerLevel = PlayerData.Level;
        var random = new System.Random(GetDailySeed()); // seed = date, same for all

        var eligibleTemplates = _database.Templates
            .Where(t => playerLevel >= t.minPlayerLevel &&
                        (t.maxPlayerLevel == -1 || playerLevel <= t.maxPlayerLevel))
            .ToList();

        var selectedTemplates = eligibleTemplates
            .OrderBy(_ => random.Next())
            .Take(QUEST_SLOTS)
            .ToList();

        foreach (var template in selectedTemplates)
        {
            var difficulty = SelectDifficulty(template, playerLevel);
            _activeQuests.Add(CreateQuestFromTemplate(template, difficulty));
        }

        SaveQuests();
    }

    private int GetDailySeed()
    {
        // All players get same quest set per day
        // (or different - design decision)
        return DateTime.UtcNow.Date.GetHashCode() ^ PlayerData.UserId.GetHashCode();
    }

    public void TrackProgress(string questType, string param, int amount)
    {
        foreach (var quest in _activeQuests.Where(q => !q.isCompleted && q.type == questType))
        {
            if (!string.IsNullOrEmpty(quest.targetParam) && quest.targetParam != param) continue;

            quest.currentValue += amount;
            if (quest.currentValue >= quest.targetValue)
            {
                quest.isCompleted = true;
                OnQuestCompleted(quest);
            }
        }
        SaveQuests();
    }
}

Gameplay Integration

Quest tracking should be seamless—player doesn't think "need to press count button," just plays:

// In combat system:
void OnEnemyDefeated(Enemy enemy)
{
    DailyQuestManager.Instance.TrackProgress("defeat_enemies", enemy.type, 1);
    AchievementsManager.Instance.TrackEvent("enemy_defeated", 1);
    // ...
}

// In resource collection:
void OnResourceCollected(string resourceId, int amount)
{
    DailyQuestManager.Instance.TrackProgress("collect_items", resourceId, amount);
    // ...
}

Single call from gameplay system—all matching quests update automatically.

Reward System and Streak

Daily quests work better with completion streak:

// On all daily quests completed
void OnAllQuestsCompleted()
{
    var streak = PlayerPrefs.GetInt("daily_quest_streak", 0);
    var lastCompletedDate = PlayerPrefs.GetString("quest_last_completed", "");
    var yesterday = DateTime.UtcNow.Date.AddDays(-1).ToString("yyyy-MM-dd");
    var today = DateTime.UtcNow.Date.ToString("yyyy-MM-dd");

    streak = (lastCompletedDate == yesterday) ? streak + 1 : 1;
    PlayerPrefs.SetInt("daily_quest_streak", streak);
    PlayerPrefs.SetString("quest_last_completed", today);

    var reward = CalculateStreakReward(streak);
    InventoryManager.Instance.AddReward(reward);

    GameAnalytics.NewDesignEvent("DailyQuests:StreakCompleted", streak);
}

Day 7 gets special reward. Day 30 gets exceptional. Creates long-term goal over daily quests.

Server Generation vs Client

For games without cheating threat—client generation simpler. For games with real rewards (IAP equivalent)—generation and reward granting only through server (PlayFab Cloud Script). Client requests quests, server returns generated list and verifies progress before reward grant.

What's Included

  • Design quest templates and difficulty system
  • DailyQuestManager implementation with generation and tracking
  • Tracking integration into gameplay systems
  • Streak system with escalating rewards
  • Quest reset by schedule (UTC midnight)
  • UI: quest list, progress bars, reward screen
  • Server generation and validation (PlayFab, if needed)

Timeline

Client system with basic quests: 4–7 days. Full system with server generation, streak and complex UI: 2–3 weeks. Cost calculated individually.