"It's just too flawed, too poorly designed, too buggy..."
I stand by that comment as my own experiences with Quest have shown it to be horribly buggy.
how much better it would have been had it been written in TADS or Inform
Just so we can establish a common frame of reference, could you list some games (Quest and non-Quest) that you have played?
In Quest:
- A, B, and C are tests.
- Does "if A or B and C then ..." mean "if (A or B) and C then ..." or "if A or (B and C) then ..."?
here's the thing I never really understand - why settle for writing a game in one badly flawed system when you could write it in another far better system?
MaDbRiT wrote:Freak wrote
Just so we can establish a common frame of reference, could you list some games (Quest and non-Quest) that you have played?
As in`what is my base for comparisons?'
Well, I first played Adventure games way back before Inform existed, and back then even wrote a (rather poor) game myself in Sinclair Basic on my ZX81. I bought a lot of the 'classic' adventures to play on the various 8 bit micros, but as the commercial viability of I.F. waned, Infocom & Magnetic Scrolls disappeared and my I.F. source became the downloading of some of the entries to the annual I F competition. I admit I only download those entries that have instant appeal to me, and I don't always finish them - either because I lose interest or (more often) other demands on my time get in the way.
Quest wise, if you discount the 90% of possible downloads that require no more than a cursory glance to tell they are dross (and I'm being very kind there) there are not a lot of Quest games left and I have probably downloaded most of them. Notice I did not say 'played' most of them, David & I may not agree on everything, but it seems we both have a similar lack of patience when we encounter glaring faults that should have never got past even a minimal amount of play testing.
In Quest:
- A, B, and C are tests.
- Does "if A or B and C then ..." mean "if (A or B) and C then ..." or "if A or (B and C) then ..."?
'if A or B and C' would I think be regarded as ambiguous by Quest as you have to use parentheses around conditions. I've simplified the actual conditions slightly here, but this is essentially how Quest would require it
if ((has matches) or (has lighter)) and (has petrol) then {
do <startfire>
}
command <make fire 2> if (got <matches> or got <lighter>) and got <petrol> then msg <There's no need to make a fire at present.> else msg <You can't make a fire. You'd need a lighter or matches, plus some petrol.>2) In Quest, how do you test whether two variables are exactly equal?
if (%A% = %B%) then { This will run if variables a & b are equal (for numeric variables)
if (#A# = #B#) then { This will run if variables a & b are equal (for string variables)
MaDbRiT
command <test> {
msg <Enter two strings to compare.>
enter <var1>
enter <var2>
msg <Comparing "#var1#" to "#var2#".>
if ( #var1# = #var2# ) then msg <They're equal!> else msg <They're not equal!>
}> test
Enter two strings to compare.
Comparing "x" to "x ".
They're equal!
But in what way is writing a game in Quest easier than writing a game in Inform 7?