wizaerd

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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.
 
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gameusguyus

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

bluntsword

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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.
 

fm2107

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im literally waiting on the edge for this plugin 
 

gameusguyus

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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.
 
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.

00z2a2e44.png
Then with the neighbor...

09yDSqm48.png
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.

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

51mUi1q46.png
1 - Show them, but greyed out if empty

71VoMO642.png
2 - Show them, but puts "No Quests" underneath

82KRC8p47.png
Can also display the number of quests per category next to it.

91YUbwG43.png
A gif of collapsing/expanding categories.

82VSpO640.gif
 

Kane Hart

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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.
 

MuteDay

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any eta on this? im very very excited to give it a try
 

Kane Hart

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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 :)
 

gameusguyus

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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.
 

Sn0wCrack

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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.

00z2a2e44.png
Then with the neighbor...

09yDSqm48.png
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

51mUi1q46.png
1 - Show them, but greyed out if empty

71VoMO642.png
2 - Show them, but puts "No Quests" underneath

82KRC8p47.png
Can also display the number of quests per category next to it.

91YUbwG43.png
A gif of collapsing/expanding categories.

82VSpO640.gif
Welp, this beats mine out of the water really. Pretty nice GUI so far I have to admit.
 

jet_black

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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.
 
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gameusguyus

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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.
 
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PanoramicPanda

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

Screech1989

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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
 

Mr. Minister

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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!
 

SimpleYeti

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Amazing work, keep it up! I look forward to playing with this a bit more!
 

gameusguyus

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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.

59FKg2L54.png
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.
 
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