[quote who="cardinaldirection" reply="93" id="3238079"]Let's consolidate a bit and bring the app together into one page: Reduced 56%Original 1017 x 673[/quote] It actually is a single page now, I am just hiding the main window buttons when the user is creating a quest. I like the design you have there though. It looks really good. Also, I don't know that it matters for your design, but you definitely have to create the objectives before do
Murteas
Version 0.307 released - Fixed a bug with the Objective order screen. It wasn't saving any changes you make.
0.306 is released see changelog for details. Biggest change is the ability to load quests and edit parts of them (including Stardocks CoreQuests). Heavenfall - fixed - Thanks cardinaldirection - Those screens look great. I'm not attached to the Tribal font, I am happy to use a different font. I am pretty close to finished with the new windows, buttons, etc. I did add a load button to the front screen that we need to add.
[quote who="Heavenfall" reply="87" id="3237273"] I don't think it's an important feature at all. But I guess if we were able to assign a folder or a file to look at you could search that folder or file for itemtypes or unittypes. Very low priority imho (your work, you decide). By the way, a minor feature request. When we add monsters, we can give them a custom name using . So an Ashwake Dragon could be an Ashwake Dragon unittype but it would be na
[quote who="impinc" reply="85" id="3237212"] So this leads to a really good question, how should I do modded units. Currently I pre-populate the lists with the information from the game directories. I do leave the fields editable so you can type in the unit names, item names, etc, but it would be cool to be able to have all the units (vanilla & modded) show up in the encounter list for example. Any thoughts on this? I would like to
[quote who="Heavenfall" reply="81" id="3237061"]I'm working on some unique units for the Stormworld_Expandedfactions now. Then I'm going to use your quest editor to build a bunch of quests using them! Good times all around. I think a pdf would be fine, a video going through all this and how it ends up in-game would be rather long to watch.[/quote] So this leads to a really good question, how should I do modded units. Currently I pre-populate the
[quote who="cardinaldirection" reply="82" id="3237078"]I recommend in-wizard tool-tips.[/quote] I've tried to put tool tips on every field. If you find one that doesn't make sense or that needs to be clearer please let me know. I've made so many test quests now that the fields are second nature to me, so it is hard for me to look at them with a fresh perspective.
Working on loading a quest and allowing you to edit. Not everything will be editable. For example some of the auto generated objectives it doesn't make sense to edit them. In fact, I may make the user delete them if they edit the related objective. I want to also add a tutorial so that people know how to use the quest wizard. What do you think YouTube video tutorial or a pdf?
Version 0.303 is up. Added conditional choices. these are choices that will only be enabled if you have a certain amount of a resource (i.e. pay 100 gold, or use 100 mana to heal, etc.)
Ok, version 0.302 is up and available. It has several changes that you can see in the changelog in the OP. I have an edit button for most lists, but it hasn't been implemented yet. That is on my to-do list. The delete works, and the objective order works. I have also updated the quest I uploaded before with a new improved quest. Enjoy. Please report bugs here. Thanks!
Testing now. Should have something later tonight or tomorrow depending on how the testing goes. Still need to add the edit the objectives & choices. Other steps you can edit. If you want to try out the 0.3 version prior to my testing here you go: http://goo.gl/vRRfF
0.3 version is coming soon! couple of notes: I've decided that I am probably already doing the "advanced" version even if I wanted to do the basic version. What I have now is probably already too complex for the beginning user. Add multiple choices per objective Add reordering of objectives (i.e. choices lead to what objective) Added more places to add "rewards" i.e. game modifiers (before objectives, after c
My plan is to release the source code so that others can come up with more advanced interfaces for specific types of quests, because I know I won't have time to accomodate everything that everyone wants. I am trying to come up with something that can be used by the new user so we have a ton of quests to choose from. I'd like to make something that will handle every type of quest, but I'm not sure if that is possible, the quest system can become quite complicat
Thanks. I think I would be able to do it now. So basically it does come down to having to create a customized champion...That's too bad. It's not so bad for the advanced modder, but not an easy thing for someone just trying to get into quest creation. They just want to spend 5 minutes filling out a form, not an hour making custom units.
[quote who="Heavenfall" reply="65" id="3234010"] I don't quite understand how to make multiple choice quests yet, is it possible?[/quote] Going from Frogboy's suggestion, I don't know if that is something that I'll have in the basic quest wizard. Is that something you think most people would like, it maybe too complicated to explain? Mostly I have to figure out how to assign what objective to go to next in an easy to understand wa
[quote who="Heavenfall" reply="66" id="3234014"]In the tactical maps list you are including Triggerdata files, those are not map files. The third text field when adding an objective needs to be more clear, I had no idea what it was. The "choice text". It is the story presented to the player as he arrives at a location or whatever. [/quote] It does look like there are a few trigger data filenames in the tactical map list, but most of the list shoul
Similiar problem to the henchmen before the latest patch. When I make a monster a champion (for example as a result of a quest), I can't see to give the new champion armor or weapons. Any one found a solution to this, or will I have to premake a unit that is originally designed as a champion and then add that customized unit. I was hoping I could just do this with any monster unit.
So do you have suggestions on what to add next? I want to keep it simple enough to make it approachable (I hope it is now, it may still be too complicated right now), but useful enough that experience modders will still use it.
Yeah, that is weird. I was going to post that I love the new fonts!!! Wonder what is going on for you.
Version .206 is up. See the changelog for details. Ability to add items on objectives and monster grouping in encounters are the biggest changes.
[quote who="Heavenfall" reply="56" id="3231917"]It looks really good so far. One suggestion: In addition to being able to add objectives at different places in the list, I would also like a way to edit past objectives I have put in. That would have to take into account that I may want to alter which one is the finisher for the quest. [/quote] I'm currently looking at this. My quandary is how to do this and still have it be simple enough f
Thanks for the bug reports. I will look at fixing the problems. I didn't realize the random items went in a different field. I've been so busy working on the program, that I haven't had a chance to play much with the quests that are produced, so I really appreciate the testing. Interesting thought about adding the wizard "metadata" to a separate field that is not used by the game. That could work. It could get pret
Version 0.204 is up. A few bug fixes.
Version .201 is up. Come try it out and let me know what you think? Also, I'd love to see some quests start getting posted. I have a few that I've made now that are probably good enough to share.
Big UI changes coming up. Bug fixes, etc. Stay tuned.