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Axe Software Forums
QuestNet Forum So?
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Author | Topic: So? |
I think Im Back |
posted 06-12-2002 21:23 GMT
Has Alex figured out a way to save ASL files on the fly yet? I know I made some codes for quest that could make the creation of small MUD's amazingly simple(integrating with questnet might be a hard part especially since last time I checked there wasn't very good documentation on it yet). All that it would need is the ability to save the asl while running the server. Alex you should get cracking on this man. Quest is a great system and language, just needs a few things to make it supreme overlord of text game creation. I was thinking, couldn't you just make things so, once a server(or even just quest) runs the asl file, it creates a "aslfile.tmp" that starts off as the basic text file that makes up the game and when say, an item is created through maybe for example foraging for sticks, it DEFINES the object using some variable name, perhaps composed only of digits and writes that to the tmp file while it already exists in the running asl? When the ASL file is terminated, could have a popup after the usual one(asking if you are sure you want to quit) and have it ask if you want to update the ASL file with changes made to it. Seems like this is a reasonable idea, I don't know how hard it would be to code or anything, but if quest is going to reach it's full potential it's going to need some sort of saving function like this. It may even be possible through ASL coding as it is just take some serious work, I don't know. Any opinions or ideas on this? |
Alex |
posted 07-12-2002 13:34 GMT
I don't like this idea at all. How do you then distinguish between: 1. testing the game, moving things around it in the way a player would, and 2. making the game itself, moving things around permanently? I don't think Quest needs the ability to edit ASL files - that's what QDK is for. For QuestNet purposes, there will be the ability to save the game state as a saved-game (QSG) file in the same way you can in Quest. If you then have "create" commands in the game, the QSG file then keeps track of all things which have been created which aren't in the original ASL file. Basically then, I don't see any need for modifying ASL files in Quest when QSG does everything you need (in Quest, and soon in QuestNet) already. |
bjbest |
posted 12-12-2002 06:01 GMT
So when can we expect an updated version of Questnet that allows the saving of games and/or an updated version of QDK that allows for Questnet coding? I Think I'm Back is right, we definitely need the ability to save a player's status in some way, shape, or form for Questnet to be successful. It seems that several people are interested in coding RPGs, and obviously you don't want to start over at level one every time you log on. You need to be able to save inventories, stats such as experience, hit points, and gold (or whatever their incarnation might be), and so on. |
Alex |
posted 12-12-2002 10:32 GMT
Yep, definitely. I can't say when the updated QDK or QuestNet will be available (whenever I try and guess a release date, I'm always at least several weeks wrong). As QuestNet is still in beta, you'll probably see Beta 2 of that with QSG saving enabled before you see the QuestNet-enabled QDK, which be part of the next version of QDK (3.2 or 3.5 as opposed to any minor update 3.1x) |
Shadow |
posted 16-02-2002 11:13 GMT
I hope for the sake of rpg in general (or just my rpg) that the game will autosave on logoff or disconnection. I am a hardcore rper and if you get disconnected, it is like nothing you just did ever happened, but then you have intereaction with the other players etc. So you can't just pretend it never happened. I have no idea if that makes any sense but the point is, I want autosave lol. |