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Axe Software Forums
Quest Developer Forum Guilds?
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Author | Topic: Guilds? |
Leaf Fox |
posted 04-12-2001 04:19 GMT
Hi I am new to the Quest forums. I am a teenager who does take excitement in Text base games. My favorite one by far is Gemstone3! I am wanting to know if it is possible to create stores with Quest? as in find money off monstesr or skins and buy stuff? Cause if you could create a store I am guessing you could create a guild. Also.... About combat systems Does this Quest system operate with Dice? Thank you all for letting me take yer time. Newbie of da boards- <~Leaf~Fox~> |
Computer Whizz |
posted 04-12-2001 16:18 GMT
Right, 1) Quest doesn't have many "inbuilt" features. There's the get, (and drop?) there's the look, there's the moving from room to room. That's 'bout it really. 2) Battle system. Quest doesn't currently have a battle system built in. You have to design your own. The "dice roll" feature you say is in a way correct, it uses an algorythem to select a "random number" which you can use to let the player hit/miss ect... Many of us here (I say us but at the moment my system has been temporarialy halted) are designing our own battle system much like those in the final fantasy series and other such commercial games. I myself am basing it around Koudelka, which had a magic system I liked ;) but it is up to you! I'm not sure if Al has taken it upon himself to design a combat system for the future (after he get's well and does his other stuff(hope you get well soon Al!)) but I'm sure it would be superb and very useful for you budding newbies. As useual I'm going to walk away, after confusing you for 10 minutes, and let someone else post a response which you'll understand! (I'm just hoping it won't be my arch nemmesis Luridii!) Computer Whizz |
Leaf Fox |
posted 04-12-2001 19:10 GMT
Hey! Yea Quest's program really wasn't that easy for me to manuver around.... I deleted it but I will still post on the boards cause so far this is the only Text Game Creator I have. I wish I could just create one on my computer but I am still in a poor highschool who will only teach da basics (Math,Biology,English,PE,ect...) Computerwhiz- How do you create your own system type? I have downloaded Dreamaker and it evolves around using tree's as bases and that didn't make much sent obj and mob? heh I didn't get it to easily. Am I asking to much to make such a kick butt game with no gaming skill? or if you have or know of any other programs that I can download that would be of alot of help to create a GUILD? The Newbie of da boards- |
Leaf Fox |
posted 04-12-2001 19:13 GMT
heh Also..... What about skills? Like when you level up I want to be able to move to a certain place where you can train in certain skills. That is kinda how the guild would have went too. but when you said that you could just make one does that mean you can also learn skills in them? You can also give me a IM at SSSorcerer. <---- Sure hope thats ok if I put it on the boards. The Newbie of da Boards- |
Leaf Fox |
posted 04-12-2001 21:32 GMT
I have just heard of 2 new terms that are new to me. I hear they are systems. one is called SMAUG and I hear that is real good but somehow I cannot find the download site. and what is a MUD? and what is a MUSH? I hear these are also good for starters. I dont know if these posts are illegal or not swary if they are. |
Computer Whizz |
posted 04-12-2001 23:23 GMT
Illegal? Of course not! Now MUSH/MUD is a Multi User Dungeon.... it's basically a text game which is played online with many other people. To do level skills, ect... you have to program them in yourself. Just like the guild. If you have downloaded Quest and QDK (what is this about dreamaker?) then QDK is used to create games, while Quest is used to play them. QDK is pretty straight forward, and I think Al has produced a QDK user guide - but that was for the previous version. ANYWAY you use QDK to produce the "rooms" that your player moves around in. You make the "objects" which the player can interact with (people, animals, objects...) and also specify the code that happens when the player does certain stuff. I can't really help you with explaining since I have a faulty explanation gene. But others can help you out much better then I can! Computer Whizz |
RKFM |
posted 05-12-2001 14:01 GMT
Leaf Fox, Not to push you away from Quest (which is one of the easier scripting languages) but if you want a basic introduction to creating text games I think you should take a look at ADRIFT. It uses pull-down menus to add rooms, objects, and even simple events and conditions. I think it will help you understand how text games are constructed and get you into thinking how scripting works. Then, once you've seen how it all works, use QDK to create more advanced features (which you'll want to do once you see ADRIFTs limitations). I think the ADRIFT web site is www.adrift.uk.org (or maybe without the .uk) RK |
MaDbRiT |
posted 07-12-2001 09:46 GMT
quote: No he hasn't :-) I must confess to not really giving a 'combat systems' library any thought at all, I don't personally write that style of game and so have never considered it. Frankly I don't even know what a good "combat system" ought to do! However, if someone would care to specify exactly what is required of such a library, I might add it to my list of 'things to do'. Al |
Luridii |
posted 07-12-2001 19:36 GMT
Nope CW ur arch nemesis int got time @ mo 2 explain stuff :( but has just briefly popped in :) (lol i hope uve noticed ive been missin this time!) |
Computer Whizz |
posted 07-12-2001 20:40 GMT
Well - there's the battle system itself (meaning magic, equipment, elemental properties, status properties) where the player fights the monster in a seperate room (probably best since you can have custom commands ect...). Ie when the player goes into a fighting "sequence" he is teleported to a room where he can attack, cast magic, use an item, and any special abilities he has. Also there's the gaining points afterwards (that could be left pretty much up to the actual game programmer - but some things are essential, like money, experience, ect..). You could even put in a monster special move, where the object's action is called "special" and it runs a special attack - as well as "custom1", "custom2" all the way to 5 or something - having a numeric defining which one to run (not really an option till "select #variable#" comes into Quest.). Special items for use might mant to check the monster's actions for the item name (so for instance you use a life recovery item on an undead monster - he die's/get's hurt). Most of it will just be saying "do this object action" and random numbers! Computer Whizz |