Quick QuestKit Question [SOLVED]

K.V.

If you would use QuestKit, just post to let me know. If enough people seem interested, I'll see if I can make a few improvements. (No promises!)


Was that the thing where you could upload games on the site? I might try it, I guess.


K.V.

No, ma'am. This is the thing where you have to write a game completely in code, and it in no way resembles any Quest code.

This is like a console version of a completely different version of Quest which outputs website files (or allows you to play from the command line).

It works like this:
http://docs.textadventures.co.uk/questkit/


When I get better (and if it had features I wanted that Quest don't have) I'd surely use it.
I'm still very far away from leaving a GUI oriented way of creating so at the moment: Quest is my drug of choice.


I thought the first steps of QuestKit would have been to evaluate ASLX files directly in the browser via a Javascript engine and to start the game directly in Javascript, so that one would no longer need a server or a quest installation. That would still be brilliant.


QuestKit's format looks simple enough to me. At least simpler than squiffy!I

Edit: Weird typo.


A Quest that runs in the browser is the way forward ultimately. Presumably you could fit a GUI editor to it (and that could be server based).


K.V.

I thought the first steps of QuestKit would have been to evaluate ASLX files directly in the browser via a Javascript engine and to start the game directly in Javascript

I thought that was what Quest 6 was once destined to become by including QuestJS. I've noticed that Alex mentioned different ideas about the future of Quest a few times. I probably missed one of his later posts.

Currently:
QuestKit converts a YAML file to a website (or just JS, if you choose that option; or you can run the game in CLI). It can be installed via NPM.

QuestJS tries very hard to convert .quest files in ASLX format to a website.

Quest 6 - the editor outputs .aslx or .quest files; a good bit of the player's code was converted from VB.NET to TypeScript, which Alex said would allow it to be run in a browser on a server and only successfully plays a bare bones Quest game (or that's all I can get it to do; games will load (including The Mansion), but nothing works once they are loaded).


I see where QuestKit is described differently:

https://textadventures.co.uk/forum/questkit/topic/5852/is-questkit-still-happening#40529

I was talking about QuestKit in its current form, but, after going through all the code, I think I may go back to trying to make QuestJS work!

YAML isn't hard at all, but I think most Quest authors are using the GUI.

If we can get QuestJS working:

We can (of course) just use it to convert .quest files to websites, but I bet we can also get Quest to output the .quest file to QuestJS and have it compile to a website, all in one step when clicking 'PUBLISH' (if that option is enabled in the settings).


K.V.

XanMag is awesome! (I say this because he's the SPAM Killer 'round these here parts.)


At least it's very British SPAM, using 'they' to refer to 'information'. Much better than our American SPAM.


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