Dear Elendil, thanks for replying.
I kind of assumed that is the answer I was going to get. It's understandable with your work load and The Quest being what, 13 years old now? Even Elder Scrolls Creation Kit is pretty clunky by comparison.
I got The Quest recently on Steam sale because I was excited someone actually tried to make an indie Morrowind + Wizardry type game. I had to see it in action, and I was pleased, even more so that there was an editor too.
A week or two later, here I am building a 14x14 world in The Quest Editor. But when I discovered the missing/broken scripting features it put my custom world on indefinite hold. I tried about 6 different workarounds to get a fun hunting gameplay mechanic working. Well I eventually got a decent one working (code at end of this post), but it leaves much to be desired. I probably will halt this project and wait for The Quest 2.
I did read thru all the tutorial pages and forums, and I read over every core game script. They were very basic, I think the rope script was the most complex lol! But I did notice these scripts were only using maybe less than 50% of the documented features, so it was probably incomplete, and I already expected that when posting this question I just wanted to make sure it wasn't something I was doing wrong.
Looking over the forum and not seeing many of my problems mentioned, makes me believe I am already pushing the limits here.
Nonetheless, I am also developing my own game engine (for the last several years), and The Quest Editor has inspired me to dust this old thing off and get back to work. Seeing what just a small indie team can do really inspires me, so thank you!
Here is my game engine wip:
https://github.com/perrybutler/astralHere is the custom world I was building for The Quest (on hold):
Here is the hunting script I made work in The Quest Editor:
- Code: Select all
cleankill = 0;
cleanhit = 0;
if (evthit() && isweapon("pb02_huntingbow")) {
pb02_gameanimal1000.addhp(-1);
pb02_gameanimal1001.addhp(-1);
pb02_gameanimal1002.addhp(-1);
if (gethp() == 0) {
cleankill = 1;
}
else {
cleanhit = 1;
}
}
r = random(3);
if (r == 0) {
if (pb02_gameanimal1000.isvisible()) {
pb02_gameanimal1000.sethidden();
pb02_gameanimal1001.setvisible();
}
else {
pb02_gameanimal1000.setvisible();
}
}
else if (r == 1) {
if (pb02_gameanimal1001.isvisible()) {
pb02_gameanimal1001.sethidden()
pb02_gameanimal1002.setvisible();
}
else {
pb02_gameanimal1001.setvisible();
}
}
else if (r == 2) {
if (pb02_gameanimal1002.isvisible()) {
pb02_gameanimal1002.sethidden();
pb02_gameanimal1000.setvisible();
}
else {
pb02_gameanimal1002.setvisible();
}
}
sethidden();
if (cleanhit == 1) {
message("Clean hit! The animal scurries away.");
}
else if (cleankill == 1) {
message("Clean kill!");
player.receiveitem("base_com_meat", 1);
pb02_gameanimal1000.setfullhp();
pb02_gameanimal1001.setfullhp();
pb02_gameanimal1002.setfullhp();
}
else {
message("The animal sensed your murderous intent and evaded. It fled into the distance.");
pb02_gameanimal1000.setfullhp();
pb02_gameanimal1001.setfullhp();
pb02_gameanimal1002.setfullhp();
}
Like I said, workarounds were required to make this hunting script work. It's pretty easy to follow.
It works by using a group of monsters to simulate one monster on the run. Each time you interact with the monster it "runs away". You only get meat if you kill it with the hunting bow, any other action resets the hunt.
This script would get much larger to support other hunting weapons or more monsters on the map. And it has to be cloned for each map we want hunts on. So it's not really that feasible. But it's fun.
What I originally wanted to do was make it so that each "clean hit" adds a meat to the monsters inventory for looting when it dies, and each "wrong hit" would remove meat from its inventory. The idea was that you will spoil the meat by hunting with a regular dirty/poisoned weapon. Alas, these scripting features don't work.
I should also mention I had a bunch of custom graphics in this, desert texture, 2 cactus, donkey, horse, hills, 2 stone mountains, snake, double barrel shotgun (lol i had to try it...) etc. All ripped from Google Images as prototypes and they looked lovely in the game.
One thing I'd like to see in The Quest 2 editor is ability to import/export map regions. That way multiple people can work on a world at the same time. Sort of a poor man's collaboration. I'm excited the new editor will support custom music, as I make my own.
I have some experience doing game design and engine development, although I have no professional products on the market in this domain (yet!), if you guys ever want to chat about this kind of thing then feel free to reach out to me in private message, I am mainly on discord.