Gameus' Quest System

Discussion in 'JS Plugins In Development' started by gameusguyus, Oct 26, 2015.

  1. wizaerd

    wizaerd Adventurer Member

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    Are the categories user-definable, or at the very least optional?  I'm not interested in using any sort of crafting...

    [EDIT] D'uh, after looking at the quest maker ui, I see that they are... sorry for the stupid question.
     
    Last edited by a moderator: Oct 29, 2015
    #41
  2. Iliketea

    Iliketea Tea lover Veteran

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    This is awesome!
     
    #42
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  3. gameusguyus

    gameusguyus Veteran Veteran

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    There will be an option to disable categories period as well. It won't be required.
     
    #43
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  4. bluntsword

    bluntsword Villager Member

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    I love that you've implemented a program to create this! It makes the system more intuitive.

    But I feel like something major is missing. Is there a way to add switches to help progress the quest?

    Say you're supposed to speak to Mrs Butterworth's neighbor BEFORE collecting the cats. He tips you off on where to find them. A switch is connected to him that is turned on and the quest shows that you can now go collect the cats.

    I feel like that could be really helpful.
     
    #44
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  5. Kane Hart

    Kane Hart Elmlor.com Veteran

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    I assume they will have like 5-6 of them that can be named or disabled?
     
    #45
  6. fm2107

    fm2107 Veteran Veteran

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    im literally waiting on the edge for this plugin 
     
    #46
  7. Kane Hart

    Kane Hart Elmlor.com Veteran

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    Don't fall on your ass pal :)
     
    #47
  8. gameusguyus

    gameusguyus Veteran Veteran

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    The script isn't going to be doing everything for you. You have to do some work yourself. If the script changed every single variable/switch for you for every quest, you'd be spending more time in the quest editor making sure everything is setup than you would be working on your events/maps. To do what you suggested, you'd simply just turn a switch on when you go to give your player a quest.

    [​IMG]
    Then with the neighbor...

    [​IMG]
    This script is just a framework more or less. It won't automate everything for you nor did I ever plan it to. It does, however, provide a way to keep track and manage quests. Progress them to show the next step. Mark them as completed, check if they have been completed, and so on and so fourth.

    The editor allows you to have as many categories as you want. Or you can remove them if you want. The option to disable all sub-categories is there for people who don't want it. As far as displaying quests in the quest list, there's a few ways you can customize it.


    Three different modes:


    0 - Don't show empty categories

    [​IMG]
    1 - Show them, but greyed out if empty

    [​IMG]
    2 - Show them, but puts "No Quests" underneath

    [​IMG]
    Can also display the number of quests per category next to it.

    [​IMG]
    A gif of collapsing/expanding categories.

    [​IMG]
     
    #48
  9. Kane Hart

    Kane Hart Elmlor.com Veteran

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    Very sweet. I like 0 with Quest numbers since it would hide the Names and the (0) though I might choose  1 if the ones without quests did not show (0) at all just the name greyed out. 

    Looks beautiful though I can't wait to see it go further.
     
    #49
  10. MuteDay

    MuteDay Mutation Engine Veteran

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    any eta on this? im very very excited to give it a try
     
    #50
  11. Kane Hart

    Kane Hart Elmlor.com Veteran

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    I have to also ask Gameus. Would you consider making a Crafting interface/system as well after this? I love when you get very simlar looking interfaces from the same devs and one my biggest things is crafting, questing, and of course gathering :)
     
    #51
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  12. gameusguyus

    gameusguyus Veteran Veteran

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    Been working on it in my free time after work. I'm hoping by the end of this week, at the latest, end of next week.
     
    #52
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  13. Sn0wCrack

    Sn0wCrack Veteran Veteran

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    Then with the neighbor...

    [​IMG]
    This script is just a framework more or less. It won't automate everything for you nor did I ever plan it to. It does, however, provide a way to keep track and manage quests. Progress them to show the next step. Mark them as completed, check if they have been completed, and so on and so fourth.

    The editor allows you to have as many categories as you want. Or you can remove them if you want. The option to disable all sub-categories is there for people who don't want it. As far as displaying quests in the quest list, there's a few ways you can customize it.

    Three different modes:

    0 - Don't show empty categories

    [​IMG]
    1 - Show them, but greyed out if empty

    [​IMG]
    2 - Show them, but puts "No Quests" underneath

    [​IMG]
    Can also display the number of quests per category next to it.

    [​IMG]
    A gif of collapsing/expanding categories.

    [​IMG]
    Welp, this beats mine out of the water really. Pretty nice GUI so far I have to admit.
     
    #53
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  14. jet_black

    jet_black Hopeless & Hardboiled Veteran

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    Will that Editor run on every OS? This is a really nice work, but I´m a very visual person (web-dev & designer) and I love very high-class designed GUIs with Material Design, Flat Design, Scandinavian Minimalism, stuff like that.

    Will you keep everything in C#, or do you plan to also write it in JS? You could use Electron as a wrapper. That way I would stay "hackable" and users could make changes on the design.

    Or maybe a dropdown style-chooser could be implemented, that reads out CSS-files of a specific folder and displays it in the dropdown to choose. That way, people could create custom Stylesheets for your Quest Manager. Kinda like extensions for your Manager.
     
    Last edited by a moderator: Oct 30, 2015
    #54
  15. gameusguyus

    gameusguyus Veteran Veteran

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    I don't have any reasons or plans to re-program it in JS and make it a web app. If I make the editor cross-platform, I'll be building it with Mono and keeping the code in C#. Thanks for the suggestions though. I might have use for that Electron wrapper in another project of mine.
     
    Last edited by a moderator: Oct 30, 2015
    #55
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  16. PanoramicPanda

    PanoramicPanda Villager Member

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    I'm so excited for this plugin. I can't wait to implelment it into my game in progess. ^.^
     
    #56
  17. Screech1989

    Screech1989 King Pin! Veteran

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    DUDE YOU JUST MADE MY DAY! i posted not so long ago about the love for a quest editor and how i would love to see if anyone builds one, as i was using one on Ace, and this...OMG! this is the best ever, you have done a superb job :D i look forward to see it being released :D
     
    #57
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  18. Mr. Minister

    Mr. Minister You can call me Mister ;) Veteran

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    This is pretty amazing, if you ask me. You've gone above and beyond, and I can't wait to use it! Thank you!
     
    #58
  19. StrangeJake

    StrangeJake Dreadwyrm Member

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    Amazing work, keep it up! I look forward to playing with this a bit more!
     
    #59
  20. gameusguyus

    gameusguyus Veteran Veteran

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    Alright guys, should be able to have this done by the end of Sunday night. Quest Info window is coming along nicely.

    [​IMG]
    I've got a few ideas for the rest of the quest info window, but wanted to get some insight. Should I show just the current step or try to show like the three steps at most? Might make this configurable but I want to make sure there's enough room to draw everything. My other idea was to have the contents be scrollable, so if you click on a quest you can press up and down to scroll the contents. This would also help too if quests had a ton of rewards.
     
    Last edited by a moderator: Nov 1, 2015
    #60
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