(As a side note, Quest now has a transcript command. I figured this out pretty much hit and miss as it doesn’t detail it anywhere in the game and the WHAT’S NEW section under the HELP options button doesn’t work. On the down side, the transcript is a remarkably poor one as it doesn’t display any of the text generated by your commands, only the commands themselves, rendering its use as a transcript tool pretty much non-existent. You also don’t receive any confirmation when starting or stopping a transcript and no indication of where the file has been saved. You're not even able to name the transcript which is another failing.)
One had a door which couldn’t be opened as the OPEN command wasn’t recognised (up to version 4 and Quest still doesn’t understand many of the basic IF commands that every other system has had for years);
I’d quite like to see Quest lose the side panels altogether or for them to at least be a little more user friendly. Or for someone to write a Quest game that doesn’t require their use at all.
Transcripts are a debug feature for game authors, rather than game players really. The information about them is here: http://www.axeuk.com/quest/developer/do ... ugging.htm
I don't know why your "What's New" link isn't working - it should open VERSIONS.TXT in your Program Files\Quest folder. You may want to check if it's been moved or deleted somehow.
If you want to output all text to a file, go to the Quest Options screen before starting a game, click the Logging tab and enable the "Output all game text to a file" option.
When you create a game in QDK 4.0, it will by default include the "additional verbs" library, which means Quest should give a sensible response to commands which are not implemented. It seems this particular game doesn't use that library though - that's up to the author to turn it off.
You can turn them off by pressing the toggle button. And a game author can turn them off or disable them if they wish. A lot of people like them anyway. How do you think they could be made more user friendly?
davidw wrote:
I then moved on to the final game, Something ‘Bout A Hex, which certainly had a better blurb than the previous games but which crashed with an error message whenever I tried to play it. After some experimentation, it seems that this is another Quest 4 game but the error message never indicated this and so I’d blindly assumed it was still the older version. But I fired it up in the new Quest 4 and tried it. Hey presto! It worked!
To begin with, it didn’t seem too bad. The first location had an actual honest to god description which was more than a few lines long. It even listed a huge array of items. Wa-hey! Something to examine, I thought. Unfortunately not… as while there might be items listed in the room description, the writer hasn’t bothered providing descriptions for any that I could find. A sample from my transcript went:
> X MANTLE
I CAN'T SEE THAT HERE.
> X PISTON
I CAN'T SEE THAT HERE.
> X FISHTANK
I CAN'T SEE THAT HERE.
> X FIREPLACE
I CAN'T SEE THAT HERE.
> X DRIED ROSE
I CAN'T SEE THAT HERE.
Etc…
These objects become available later in the story. They are simply placed here to give the player something to think about.
If one of those had been missed, I’d probably just chalk it down to simple carelessness and leave it at that. If two had been missed, I’d wonder if the writer needed to get himself a better set of testers. But with all of them missed… well, if this game even knows what a tester looks like, I’d be very surprised.
(As a side note, Quest now has a transcript command. I figured this out pretty much hit and miss as it doesn’t detail it anywhere in the game and the WHAT’S NEW section under the HELP options button doesn’t work. On the down side, the transcript is a remarkably poor one as it doesn’t display any of the text generated by your commands, only the commands themselves, rendering its use as a transcript tool pretty much non-existent. You also don’t receive any confirmation when starting or stopping a transcript and no indication of where the file has been saved. You're not even able to name the transcript which is another failing.)
Leaving the first location presented me with a slight problem: namely that I couldn’t return.
You are not meant to return to that location until later in the game. The location disappears...there is no other significance to that at this time.
The exit had, apparently, gone missing. Other locations presented other problems. One had a door which couldn’t be opened as the OPEN command wasn’t recognised (up to version 4 and Quest still doesn’t understand many of the basic IF commands that every other system has had for years); another had a desk which I needed to GO TO DESK before I could do anything with it (although even when standing right next to it I was told I CAN’T SEE THAT HERE when attempting to examine it). Many locations lacked anything more than a line telling you where you were and the exits, so any attempts at depth the game might have been going for were quickly lost.
In fact, there were so many things wrong with the game that I was itching to quit it before five minutes had even gone by. For a start, there's no storyline. The intro hints at something about time travel and a hex, which sounded vaguely interesting for a few moments, but the game begins with you pottering around your apartment and won’t let you leave because… well, it doesn’t say why. Most of the locations are sparsely implemented (and that’s being kind) with nothing at all to do in the majority of them. Interaction is mainly done via the side panels and involves you clicking one thing then another. Which is a pain. I’d quite like to see Quest lose the side panels altogether or for them to at least be a little more user friendly. Or for someone to write a Quest game that doesn’t require their use at all.
Regarding the opening door and going to the desk, it is as simple as moving the mouse to the desk or the door. I wrote the game without the OPEN verb so I could exclusively keep it a mouse-driven game. The point was to stay true to that approach throughout the game so that you wouldn't have to type anything in. I had to compromise alot in limiting myself to just the LOOK USE TAKE verbs, but their is still a logic in place.
I'm not typing this response to open a discussion of the merits of the mouse and the side panes, but to illustrate the important NOTE TO PLAYERS that i placed in the intro for my game. I am sorry that playing it by typing in commands on the keyboard makes it seem so rotten, but that is the unfortuante by-product of developing a mouse-driven game.
It might seem a little harsh to give yet another rating of 1 out of 10 for this, but there's nothing about it I could recommend so that’s the rating I'm going to give it. (1 out of 10)
shrimptrawler wrote:
These objects become available later in the story. They are simply placed here to give the player something to think about.
shrimptrawler wrote:
You are not meant to return to that location until later in the game. The location disappears...there is no other significance to that at this time.
shrimptrawler wrote:I'm not typing this response to open a discussion of the merits of the mouse and the side panes, but to illustrate the important NOTE TO PLAYERS that i placed in the intro for my game. I am sorry that playing it by typing in commands on the keyboard makes it seem so rotten, but that is the unfortuante by-product of developing a mouse-driven game.
davidw wrote:[/i]"shrimptrawler"
These objects become available later in the story. They are simply placed here to give the player something to think about.
a) Wouldn't it have been a better idea to tell the player that at the time?
shrimptrawler wrote:
You are not meant to return to that location until later in the game. The location disappears...there is no other significance to that at this time.
shrimptrawler wrote:I'm not typing this response to open a discussion of the merits of the mouse and the side panes, but to illustrate the important NOTE TO PLAYERS that i placed in the intro for my game. I am sorry that playing it by typing in commands on the keyboard makes it seem so rotten, but that is the unfortuante by-product of developing a mouse-driven game.