Alex wrote:
What do people like about Adrift? I confess I quite like the map editor. I'm not too keen on the rest of the interface really - what is it that people like about it compared to QDK? Is it that it doesn't pop up so many windows? Is it that it offers more default behaviour for eating things etc.? Those are the only things I can think of - is there anything else?
I am not a big fan of Adrift, I've tried it but couldn't get my head around its way of doing things. I also really dislike the look of the player.
FWIW I think the biggest bugbear with QDK is how deeply nested some of the screens needed to build conditions and actions etc are. It is often easier to save the script out and do it by hand than delve down the seemingly endless succession of dialogs needed to use QDK!
I'm not sure that there's an easy alternative to the way QDK is done, but perhaps making QDK take up more screen real-estate and thus showing 'more options at once' (possibly greying out some areas) might be better? I know it is tricky to decide just when to have something open in a new form rather than becoming 'enabled' on the current form, but I feel QDK leans too much towards "opening a new form for everything".
As far as the 'inbuilt features' of Quest go, I'm with MaDbRiT - using libraries to add features is the way to go... "it is the chosen approach of TADS, INFORM, HUGO & Alan and I think it is as well to respect that considerable body of wisdom." (I think that's how he put it).
Things like MaDbRiT's typelib (and new 'typelib3.qlb' which I am beta testing) are the best way to give Quest more 'out of the box' features, hard coding too much is almost invariably restrictive.
All I have to do is persuade him to write a 'combat' library - and then do one for Quest.net...
SnakeCharmer