Midir wrote:How can I possibly run a .quest file without Quest engine?
Firon wrote:have you uploaded your game to the website to play it?....you should be able to provide a link if so
...alright. So interesting thing about Quest- all the games are actually HTML/ASPX based. The interface you use to play it in the client is running a web page that runs the game itself. By all rights you should be able to run it with open with -> choose a browser.
You just can't. You have to get someone else to do it,
then you can play it. The Quest engine is designed to run off a web interface- just not yours, specifically. There's a Quest webplayer out there, that can allow games to be run in a browser, but it's server-based.
Unless you are willing to set up an asp.net server (which is easier than it sounds, but not as easy as getting the client instead) you'll have to use the client. My bad.
IN THE MEANTIME I'll be almost certainly updating to a much less terrible combat style tonight and also
Midir wrote:...though I would suggest to make it less glitchy,...
yep workin on it and also
Midir wrote:... and give it an ability to read data about monsters/characters/events from the text files in future, so that it would be easy to mod it~
I'll be attacking this idea with great zeal later on for no other reason than it looks like I can get pretty creative with it. All of the game files are already in a markup language, so it's actually possible to mod the source code without the quest client- while I'm not going to expect y'all to do that with raw xml, the format I have enemies in means it's entirely plausible (and p. easy) to craft a simple XML generator for crappin' out custom monsters and events and such on demand.
Or I could just get it to read some text files for content and call it done.
But, before then, I'll be trying to at least get out something resembling a game.
~*FABULOUS EVENING EDIT*~New version!
https://mega.co.nz/#!5QVAmB7Z!3cmZY68mUEdpFz2zd5gnI7ysHTG6dKk1oSDeC-L9t1sThe combat system is now a timer-driven menu based, and much easier to follow than the old system. You now no longer attack freely; that will only be available as an option in combat. You can still use the Eat command freely, but it won't work on enemies unless you've Grabbed them previously, also a command only available in combat. Combat is also generally slowed down. You can still use certain actions whenever, like switching, attempting to eat, or just straight up leaving.
The new system is heavily context-based and I've probably screwed up somewhere so do let me know if you're not getting an attack prompt when you should or something.
You still can only attack with one character at a time; working on making that in a not-crap way.
Next on my list- more vore types and at least a few NPCs.
On the dev side of things, I've discovered a quirk in the code. Let me take a moment to talk about snakes.
Wildlife roams their respective territories freely- when you move a room, they move a room, until they find you and start fighting. In the southern wilds, there's a snake with a unique property- if it moves to a space where another monster is, it'll eat it immediately. It used to do this to itself- it would slither into a room, look around for valid monsters, realize "Hey,
I'm a monster!" and get its Ouroboros on.
Anyway, it would resume wandering with its new belly, not digesting it. This is its second gimmick- if the snake eats one of your characters, it'll immediately flee somewhere, then settle down and start digesting, and not before. If you kill it while it has a full belly, or get eaten by it, you'll be confronted by its former meals.
If there's one a good distance away from the player, it'll wander the whole time you are- giving it plenty of time to stuff each and every one of the available encounters into its waiting gullet. There's no upper limit.
...Eh. I'll change it later. Should be amusing to see where it goes.