Quest Sample Game

007bond
Alex, just wondering: Does Quest come with a sample game? Not TypeLib or Q3EXT, but Quest itself. If not, you might be able to get someone in these forums to write one for you.

davidw
I don't think I'd be an ideal person to write the sample game. I've only written one game so far and ran into so many problems I came close to giving up half a dozen times.

I think Im Dead
Voted me, though I think only Alex or CW would be serious enough to pull it off, but then again, Alex's examples always include things like potatos or carrots, or other vegetables, and these aren't very impressive.

I'd think to make a good, new, sample game you'd need straight coded examples of a) basic attacks b) a mob that will wander room to room and attack a player character c) some sort of stat/experience/level system. With these three features, a sample game would preferably allow you to attack something, gain experience, level, then allocate a stat or two.

I honestly only threw those 3 suggestions out because they are what most people post threads asking about and having an easily accessible script doing the basic functions of those 3 things for new users to copy/paste/modify easily, might somehow rid us of those repetitive posts.

Also, a better sample game, would be a game first instructing people on ASL or QDK use, then quizzing them on what they've learned. Have the ASL/QDK lesson go by the Manual that way almost everybody would read the basics of the manual, and most likely have a better understanding of the syntax before asking stupid questions.

Farvardin
Thank you for writing my name on the list, but for doing this I'd need both assistance in coding and in writing English :)

I've started one of Davidw's adventure (about an uncle who is missing), it's well written and funny, so I voted for him on this topic.

Cryophile
My games tend to be large and overly complicated :wink:
MaDbRiT or CW would probably be best. Most of the others could still pull it off, including me. Alex is probably busy coding Quest. My vote would be MaDbRiT.

davidw
Farvardin wrote:I've started one of Davidw's adventure (about an uncle who is missing), it's well written and funny, so I voted for him on this topic.



Hey! Someone's actually playing Whatever Happened To Uncle Grumble?. Quite brings a tear to my eye. :)

Alex
There used to be a sample game included with Quest versions 1 and 2 (probably not for all 2.x releases though).

And yes it did have a potato in it :)

GameBoy
that bloody locker room one?

and why the fuck am i up there? lol

steve the gaming guy
Aww, gotta love potatoes!

Davidw, what ever happened to "What Ever Happened to Uncle Grumble"? hehe..
You had said in your first post above that you have only written one game which I assumed to be the 'Neighbors From Hell'. Was the Grumble one on Quest?

steve the gaming guy :lol: 8)

davidw
Uncle Grumble is an Adrift game. Actually Neighbours From Hell started off as an Adrift game and then I ported it to Quest. So strictly speaking I haven't written even one Quest game completely from scratch.

paul_one
HAHA... I'm so honoured to be voted for once AND mentioned twice :D .

I'd like to thank John, who I don't know - but was strolling down the road at the time! I'd also like to thank the people at AMD and ATi, who rule!

On a side note, I liked the potatoe-ness of the demo game ;) ... The cars going missing did excite me and the whole evolution from oridnary guy to crime guy and then back again, on his quest to find the cars! Just beautiful!!

And me doing a demo game, could do it, might do it. ITID's come up with some good idea's.

steve the gaming guy
Whoever creates the demo, it would be helpful to include at least a small portion of every major option. (Functions, Procedures, Types, Actions, Scripts, String Variables, etc…) ...for us newbies to QDK.
How to create a scoring setup. How to have a custom display window under the inventory window as I’ve seen in some games on here. Further, if possible, how to show the score in a custom window that is always seen throughout game play. (Pick up an item, get a point, use an item, get a point)

007bond
I think that it is good that Quest doesn't have a built-in scoring system. You have to implement this yourself. Plus the fact that a scoring system doesn't work really well. Some people on ADRIFT games would give you 100 points for eating a sandwhich.

steve the gaming guy
007bond wrote:I think that it is good that Quest doesn't have a built-in scoring system. You have to implement this yourself. Plus the fact that a scoring system doesn't work really well. Some people on ADRIFT games would give you 100 points for eating a sandwhich.

Oh yes, I don't think a built-in scoring system should be in place because Quest is used for more than that type of game.
I agree that a scoring system in the wrong hands would make a game ridiculous as in your 'eating a sandwich' example.
I'm thinking back to the old infocom games such as Bureucracy written by the late and great Douglas Adams.

Anyway, back to the point of the post...A sample game should teach new authors how to work through certain issues and design particular types of games using the powerful commands in QDK.

Steve the gaming guy :P

Anonymous
Ste wrote:

that bloody locker room one?



No Ste, that wasn't a sample game, more a simple test piece-come-demo for the Q3EXT.QLB library, just to show how containers and clothes worked - nothing more than that.

I wrote a little Quest ASL tutorial for Quest 2.1x a long time ago (in Windows help file format), but Quest has changed a lot since then and anyways - that was for manual ASL coders not QDK.

I've actually started to write a Quest 3 ASL tutorial several times, but outside things have conspired to frustrate me and I've never really got very far into it.

Al (MaDbRiT)

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