I'm trying to set up a battle system for my game that has (in theory) clickable image 'buttons' of sorts for 'Attack', 'Defend', 'Items' etc rather than simply using a text menu.
However, I don't really know where to start with this and I'm hoping that someone more experienced might be able to nudge me in the right direction - or tell me if it's even possible!
That sounds very cool. I would love to see this when done.
Pixie has a battle system/library. I would encourage you to check it out and adapt aspects.
I am pretty noobish at coding but I wonder if you could do this as images within a menu somehow.
Also, I am interested in building a sci-fi fantasy rpg game with quest that includes dice images (with each throw during a battle or for luck etc) and black and white, old-school fantasy art like a fighting fantasy novel.
As far as I know, it is possible to do in Quest, but only if you know lots of programming, Java script in special.
I faced a similar problem in the past and I found a very simple solution. I wanted some sort of clickable options in my prject but I had no idea how I would do that. So, I went using the objects in Quest. I did a lot of stuff with this concept. Want and "Attack" and "Defend" option? Make objects that explains their uses when you hit the "Look at" button and do what is expected when you hit the "Take" button.
I first came up with this idea when I making a gamebook, but I realized the Parser version of Quest had more power. I got rid of map, compass and input box and turned every single option in the game into an object. So, "Room" where "Pages" and the choices were "Objects" from Objects and Places. The good about it is I could use the "Look at" button to explain each choice without infodumping the main text.