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quest's Introduction

Quest 5

Quest lets you make interactive story games – you can make text adventure games (like Zork, or The Hitchhiker’s Guide to the Galaxy) and gamebooks (like the Choose Your Own Adventure books). It lets you create sophisticated games complete with graphics, sounds and videos, all without having to know how to program yourself - a full visual editor is included.

  • Visual script editor. A plain English approach to programming, where you can choose commands from searchable lists, so you don't need to remember any syntax
  • Highly customisable - most functionality comes from a Core library, which is written in the Quest game language (ASLX) itself
  • Games support unlimited undo
  • Games are fully translatable - there is no hard coded text within a game. You can translate the English template to create games in other languages - we already have support for Spanish, German and Dutch.
  • HTML game output allows embedding sounds, pictures, YouTube, Vimeo clips
  • XML game file format is easily editable outside of Quest if you don't want to use Quest's own editor
  • Games can be played online by uploading the .quest file to textadventures.co.uk, or you can use the WebPlayer project to host them yourself on a web server with ASP.NET
  • MIT licence means you're free to create commercial Quest games, and use Quest in closed-source projects

Installing Quest

Windows users can download Quest for Windows

Or, you can use Quest in your web browser

Documentation

quest's People

Contributors

alexwarren avatar bajrachar avatar creativo avatar cylius-optimi avatar dps2004 avatar f2andy avatar halex84 avatar jamesjrg avatar jaynabonne avatar kvongit avatar pashcovich avatar pertex avatar srhart avatar thanosxxx avatar thepix avatar

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quest's Issues

Lockable containers

Request from Pertex in
http://www.axeuk.com/phpBB3/viewtopic.php?f=6&t;=2482:

In the container-tab there are the checkboxes 'is open' and 'can be opened'.
Is it possible to add 'is locked' and 'can be unlocked' and perhaps a new list
'unlock with' next to it where you can choose the object which unlocks the
container?

Work Item Details

Original CodePlex Issue: Issue 659
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: May 19, 2011 at 3:32 PM
Reported by: alexwarren
Updated on: Jul 5, 2011 at 3:50 PM
Updated by: alexwarren
Closed on: Jul 5, 2011 at 3:50 PM

Giving, using objects

Add the ability for the player to give objects to other characters, and use
objects on other objects. Very similar concepts so should be as much shared
code as possible.

Work Item Details

Original CodePlex Issue: Issue 362
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 12:40 PM
Reported by: alexwarren
Updated on: May 24, 2011 at 11:18 AM
Updated by: alexwarren
Closed on: May 24, 2011 at 11:18 AM

Custom hyperlinks

It should be possible to create custom hyperlinks to run any command, or
display a menu of possible commands.

This will need to be implemented in both Player and WebPlayer.

See http://www.axeuk.com/phpBB3/viewtopic.php?f=10&t;=2392

Work Item Details

Original CodePlex Issue: Issue 532
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Jan 25, 2011 at 6:29 PM
Reported by: alexwarren
Updated on: Apr 7, 2011 at 3:21 PM
Updated by: alexwarren
Closed on: Apr 7, 2011 at 3:21 PM

Room description tag

As in Quest 4.x, rooms should be able to have a description script tag, or a
description that is just words, instead of having an automatically generated
description.

Would be nice to have a flexible wordy mechanism, so you can write, "As you
approach the castle you see its turrets looming down upon you. [rock: There is
a small rock in your path.]"

Work Item Details

Original CodePlex Issue: Issue 350
Status: Proposed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 11:57 AM
Reported by: alexwarren
Updated on: May 9, 2012 at 5:50 PM
Updated by: alexwarren

Correcting player input

The player should be able to type "oops" to correct a misspelled name, for
example:

put the bok on the shelf

I can't see a "bok" here.

oops book

You put the book on the shelf.

Work Item Details

Original CodePlex Issue: Issue 367
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 12:52 PM
Reported by: alexwarren
Updated on: Jul 18, 2011 at 12:15 PM
Updated by: alexwarren
Closed on: Jul 18, 2011 at 12:15 PM

Fullscreen mode

Add the ability to go full-screen.

Work Item Details

Original CodePlex Issue: Issue 369
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 12:53 PM
Reported by: alexwarren
Updated on: Jun 19, 2011 at 2:11 PM
Updated by: alexwarren
Closed on: Jun 19, 2011 at 2:11 PM

Fix bug with capital letters

The command take object (for example) works fine.
But, the command TAKE OBJECT, don't.

The fix will probably be in CoreParser.aslx

Work Item Details

Original CodePlex Issue: Issue 417
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 27, 2010 at 1:52 PM
Reported by: Jhames
Updated on: May 19, 2011 at 8:43 AM
Updated by: alexwarren
Closed on: May 19, 2011 at 8:43 AM

Walkthrough should also handle menu selections

A walkthrough section in an ASLX file allows us to run an entire game from
start to finish for testing, but currently it does not handle menu selections.
This needs to be implemented.

Work Item Details

Original CodePlex Issue: Issue 544
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Feb 7, 2011 at 8:05 PM
Reported by: alexwarren
Updated on: Jul 5, 2011 at 11:39 AM
Updated by: alexwarren
Closed on: Jul 5, 2011 at 11:39 AM

Add ability to call base script from derived types

If a type inherits another type, and overrides a script property, it should be
possible for the child type to call the script defined in the parent type.

e.g. if I have a food type that defines an "eat" script, then create a dessert
type that inherits food, I want the dessert "eat" script to be able to call
the food "eat" script.

Work Item Details

Original CodePlex Issue: Issue 354
Status: Proposed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 12:11 PM
Reported by: alexwarren
Updated on: May 9, 2012 at 5:50 PM
Updated by: alexwarren

WebPlayer audio issues

There are various issues with audio under different browsers. We are currently
using jPlayer as not all browsers support the HTML5 tag.

These problems may be browser bugs which will go away in time, so it may or
may not be worth attempting to fix these:

Safari: Audio doesn't play at all. If you uncomment the jPlayer.event.error
binding in playAudio (in player.js), you'll see all requests result in an
"e_url" error.
Chrome: The "loop" option doesn't work. The event does fire, as you can see if
you put an alert in endFunction, but the call to play doesn't seem to be doing
anything.
IE: We have to use to get WAVs to work, as IE <9 doesn't support the
tag and the Flash fallback option doesn't support WAVs. This means we
can't get implement the "sync" option as we have no way of getting a
notification when the sound has finished. I expect this is unfixable.

Also, I've not looked at implementing support for MIDI files at all in
WebPlayer. We may just leave these as unsupported.

Work Item Details

Original CodePlex Issue: Issue 538
Status: Proposed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Feb 5, 2011 at 4:56 PM
Reported by: alexwarren
Updated on: May 9, 2012 at 5:50 PM
Updated by: alexwarren

Dynamic templates with plurals

Dynamic templates should be able to handle "they are" in addition to
"he/she/it is"

For example this is the current "AlreadyOpen" template in English.aslx, which
will be grammatically incorrect for plural objects with a gender of "they". We
probably need a Conjugate function to conjugate the verb "to be" correctly in
English.aslx:

CapFirst(object.gender) + " is already
open."

should become

CapFirst(Conjugate(object.gender), "be"))

  • " already open."

Work Item Details

Original CodePlex Issue: Issue 351
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 12:02 PM
Reported by: alexwarren
Updated on: Jun 27, 2011 at 1:54 PM
Updated by: alexwarren
Closed on: Jun 27, 2011 at 1:54 PM

In-line formatting

I don't know if this is really a good idea as it might just lead to awful-
looking games, but it might be good to support a tag to allow full text
formatting?

Or at least the ability to change the text colour and size.

Work Item Details

Original CodePlex Issue: Issue 352
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 12:07 PM
Reported by: alexwarren
Updated on: Jul 4, 2011 at 6:07 PM
Updated by: alexwarren
Closed on: Jul 4, 2011 at 6:07 PM

Extending existing objects defined in libraries

Core.aslx defines the "player" object, so how do we make it so that this
object can have more properties added to it, either by the game or by other
libraries?

Some kind of tag perhaps, like in this example (supplied by Jonathan
Dobson):

<extend name="player">
    <someElement type="int">10</someElement>
</extend>

Or maybe just allow further tags which are then merged with the
existing object? I think I prefer the "extend" idea though as at least that's
being explicit about the intention, allowing duplicate object tags with the
same name would get confusing.

Work Item Details

Original CodePlex Issue: Issue 377
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 1:05 PM
Reported by: alexwarren
Updated on: Sep 1, 2011 at 9:28 AM
Updated by: alexwarren
Closed on: Sep 1, 2011 at 9:28 AM
Closed by: alexwarren

ASLX Syntax Checking

The issue described in this thread
http://www.axeuk.com/phpBB3/viewtopic.php?f=10&t;=2388
with "case" not
working correctly should have caused an error when the game loaded, instead of
being subtly incorrect at run-time.

So, in this particular situation, a "case" not followed by an expression
should cause an error, but this will also be true of most script commands.

Work Item Details

Original CodePlex Issue: Issue 543
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Feb 7, 2011 at 8:00 PM
Reported by: alexwarren
Updated on: Jun 10, 2011 at 6:23 PM
Updated by: alexwarren
Closed on: Jun 10, 2011 at 6:23 PM

Light and dark

It should be possible to say that a room is dark, which will affect the scope
of visible objects. Turning on a lightswitch would make the room light, and
would therefore the objects that exist in the room into ScopeVisible.

Work Item Details

Original CodePlex Issue: Issue 371
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 12:55 PM
Reported by: alexwarren
Updated on: Jan 6, 2013 at 7:42 PM
Updated by: alexwarren
Closed on: Jan 6, 2013 at 7:42 PM
Closed by: alexwarren

Ability to add external links

Add the ability to add a link to external website within a game.

Work Item Details

Original CodePlex Issue: Issue 526
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Jan 18, 2011 at 6:43 PM
Reported by: alexwarren
Updated on: Jul 18, 2011 at 4:31 PM
Updated by: alexwarren
Closed on: Jul 18, 2011 at 4:31 PM

Help command

Players should be able to get some brief default help guide when they type
"help".

It should be easy for authors to override this and provide their own help
text.

Work Item Details

Original CodePlex Issue: Issue 365
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 12:49 PM
Reported by: alexwarren
Updated on: May 23, 2011 at 2:40 PM
Updated by: alexwarren
Closed on: May 23, 2011 at 2:40 PM

Ask/tell

Add support for the player to ask or tell characters about certain topics.

Work Item Details

Original CodePlex Issue: Issue 374
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 12:59 PM
Reported by: alexwarren
Updated on: Jun 27, 2011 at 3:43 PM
Updated by: alexwarren
Closed on: Jun 27, 2011 at 3:43 PM

Asking a yes/no question

Quest 4.x supports "if ask" which prompts the user with a yes/no question.
There should be a similar function in Quest 5.0.

Work Item Details

Original CodePlex Issue: Issue 357
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 12:16 PM
Reported by: alexwarren
Updated on: Jun 20, 2011 at 8:50 AM
Updated by: alexwarren
Closed on: Jun 20, 2011 at 8:50 AM

Dot notation implementation (using underscores in variable names)

A limitation of FLEE is that if you pass in an expression using dot notation
(like "object.property"), it expects the "property" to be a .net property.

We work around this by converting dots to underscores in expressions, but that
means that you can't use underscores in variable names now.

There are a few ways we could resolve this:

  • use a more obscure character
  • convert dot notation to a function, e.g. object.property becomes GetProperty(object, property)
  • since FLEE is open source ( http://flee.codeplex.com ), modify that to add a ResolveProperty event (like the existing ResolveVariableValue etc.)

Work Item Details

Original CodePlex Issue: Issue 359
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 12:33 PM
Reported by: alexwarren
Updated on: May 24, 2011 at 3:28 PM
Updated by: alexwarren
Closed on: May 24, 2011 at 3:28 PM

Sounds and music

Add the ability to play sound files: WAV, MP3 and MIDI is probably sufficient.

(We also had support for MOD formats in Quest 4.x but I don't think anybody
really used it)

Work Item Details

Original CodePlex Issue: Issue 353
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 12:09 PM
Reported by: alexwarren
Updated on: May 24, 2011 at 3:25 PM
Updated by: alexwarren
Closed on: May 24, 2011 at 3:25 PM

Add object descriptions to room description

As suggested in the forum,
http://www.axeuk.com/phpBB3/viewtopic.php?f=6&t;=2460
, since an object's
"look" property is separate from its "description" property, and the
"description" property of a non-room object is otherwise unused, we could add
the descriptions of all objects in the visible scope to the room description.

Work Item Details

Original CodePlex Issue: Issue 623
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Apr 21, 2011 at 1:54 PM
Reported by: alexwarren
Updated on: Jul 1, 2011 at 9:23 AM
Updated by: alexwarren
Closed on: Jul 1, 2011 at 9:23 AM

Status variables

In Quest 4.x we have the concept of "status variables", which are variables
whose value is always displayed on-screen (underneath the inventory box). Used
for score, health etc.

In Quest 5.0 we should have a similar concept. Logically something like health
would be a property of the player object, so maybe we should use the ability
to run script whenever the value of some property changes. This could trigger
an update of some kind on the game playing window. I don't really want to have
the status variables in the inventory box again though, as they are not
related and it means we'd have to add special logic so you couldn't use verbs
on status variables. I don't really want a separate box on the right pane
either, so maybe it should be like a status bar at the top of the screen.
Perhaps this could be done entirely using HTML and Javascript? If so, this
could be done entirely via Core.aslx, PlayerDefault.htm and WebFunctions.js -
no .net changes required.

Work Item Details

Original CodePlex Issue: Issue 363
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 12:46 PM
Reported by: alexwarren
Updated on: Jul 4, 2011 at 2:00 PM
Updated by: alexwarren
Closed on: Jul 4, 2011 at 2:00 PM

Register .aslx file type in Explorer

Register ASLX files with Quest 5.0 so users can launch games from Explorer via
double-click.

Work Item Details

Original CodePlex Issue: Issue 376
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 1:02 PM
Reported by: alexwarren
Updated on: May 24, 2011 at 3:29 PM
Updated by: alexwarren
Closed on: May 24, 2011 at 3:29 PM

Hint system

Authors should be able to specify hints for each stage of their game.
Multiple-level hints would be good - the first hint can be quite broad, then
if the player keeps typing "hint" they get more and more detailed clues (and
perhaps they also lose points, so it should be possible to hook scripts in to
the hint system).

Work Item Details

Original CodePlex Issue: Issue 366
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 12:50 PM
Reported by: alexwarren
Updated on: Jan 6, 2013 at 7:42 PM
Updated by: alexwarren
Closed on: Jan 6, 2013 at 7:42 PM
Closed by: alexwarren

Editors for each game element

Currently there is a dummy editor for the game element and object elements.

These need to be fleshed out and additional editors added for the other
element types that can exist in a game.

Work Item Details

Original CodePlex Issue: Issue 298
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Sep 30, 2010 at 6:26 PM
Reported by: alexwarren
Updated on: May 19, 2011 at 8:33 AM
Updated by: alexwarren
Closed on: May 19, 2011 at 8:33 AM

Lockable exits

Exits should support a "locked" property in which case they are impassable.
Only when locked is set to false should they allow the player through.

Work Item Details

Original CodePlex Issue: Issue 358
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 12:17 PM
Reported by: alexwarren
Updated on: May 20, 2011 at 8:22 PM
Updated by: alexwarren
Closed on: May 20, 2011 at 8:22 PM

Looking at the player

The player object should be visible (but obviously not added to the
automatically generated room description), so the player can examine
him/herself.

Work Item Details

Original CodePlex Issue: Issue 372
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 12:56 PM
Reported by: alexwarren
Updated on: May 20, 2011 at 7:47 PM
Updated by: alexwarren
Closed on: May 20, 2011 at 7:47 PM

Timers

Add the ability to create timers.

Also I think it would be useful to make "one-off" timers, a bit like
setTimeout in Javascript, so you can trigger some script after a certain
amount of time has elapsed.

Work Item Details

Original CodePlex Issue: Issue 360
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 12:34 PM
Reported by: alexwarren
Updated on: Jun 17, 2011 at 11:55 AM
Updated by: alexwarren
Closed on: Jun 17, 2011 at 11:55 AM

Turn scripts

Quest 4.x supports "beforeturn" and "afterturn", which let you run a script
for every turn in the game (either before the turn has been processed, or
afterwards). I think these concepts should also be in Quest 5.0, and could be
added very simply to Core.aslx.

Also the ability to trigger a script after a certain number of turns would be
good. So you'd be able to set up a script that would run say 10 turns after
the user entered a room, with the ability to cancel if the user found the
escape hatch etc. It should be possible to implement this entirely within
Core.aslx I think.

Work Item Details

Original CodePlex Issue: Issue 361
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 12:38 PM
Reported by: alexwarren
Updated on: Jun 19, 2011 at 3:58 PM
Updated by: alexwarren
Closed on: Jun 19, 2011 at 3:58 PM

Support for legacy ASL files

Add the ability to play games written for Quest 4.x and earlier versions.

This will involve refactoring the old Quest VB6 code into a DLL. The LegacyASL
will then wrap this component and implement the IASL interface so it can be
simply plugged in to the Quest 5.0 player.

Later the VB6 DLL should be converted to VB.NET code.

Work Item Details

Original CodePlex Issue: Issue 378
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 1:12 PM
Reported by: alexwarren
Updated on: Apr 7, 2011 at 3:20 PM
Updated by: alexwarren
Closed on: Apr 7, 2011 at 3:20 PM

Editor Undo should move focus to updated item

If you've moved to a different screen than the one the undo applies to, you
probably want to move back to that screen to see the effect of your change.

There is some setFocus behaviour in the current UpdateField code, which I've
just commented out as it was causing strange things to happen - if it fired
because of an update to the underlying data because of the user leaving a
control, you could end up with focus set to two controls at once. The screen
wouldn't paint the two "focussed" controls correctly and subsequent updates
would appear to come from the wrong control.

Work Item Details

Original CodePlex Issue: Issue 607
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Apr 7, 2011 at 3:19 PM
Reported by: alexwarren
Updated on: Jun 10, 2011 at 4:21 PM
Updated by: alexwarren
Closed on: Jun 10, 2011 at 4:21 PM

Game Browser online support

The Game Browser should present a view of all games available on
www.textadventures.co.uk
, giving the
ability to download and play games direct from Quest without needing to fire
up a web browser.

This will require some support on the website to produce some kind of XML file
that the Game Browser can parse to display the list.

Once downloaded, games should be stored and not re-downloaded the next time
the player wants to play.

Work Item Details

Original CodePlex Issue: Issue 297
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Sep 30, 2010 at 6:24 PM
Reported by: alexwarren
Updated on: May 20, 2011 at 9:16 AM
Updated by: alexwarren
Closed on: May 20, 2011 at 9:16 AM

Launch another ASLX file

An author may want to split their game up into parts, so it should be possible
for part 1 of a game to launch part 2. Ideally it would also be possible to
transmit some state into the second part - maybe entire objects could be
passed from one game into another?

Work Item Details

Original CodePlex Issue: Issue 373
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 12:57 PM
Reported by: alexwarren
Updated on: Jan 6, 2013 at 7:43 PM
Updated by: alexwarren
Closed on: Jan 6, 2013 at 7:43 PM
Closed by: alexwarren

Take all

The player should be able to type "take all" to take all takeable objects in a
room.

This could be implemented with a pattern like "take #objects#", which will
create a list of all objects in reachable scope, and populate the "objects"
variable.

Work Item Details

Original CodePlex Issue: Issue 368
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 12:53 PM
Reported by: alexwarren
Updated on: Jul 5, 2011 at 10:41 AM
Updated by: alexwarren
Closed on: Jul 5, 2011 at 10:41 AM

Referencing .js file from HTML

Currently PlayerDefault.htm explicitly references WebFunctions.js, but what if
an author specifies their own HTML interface? If all valid interface files
must reference WebFunctions.js, do we say that the author must then simply
copy the file, or do we pre-parse the HTML so the author can specify a
template like "$$APPFOLDER$$" which then picks up the .js file from the Quest
installation folder?

Work Item Details

Original CodePlex Issue: Issue 375
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 1:02 PM
Reported by: alexwarren
Updated on: Apr 7, 2011 at 3:22 PM
Updated by: alexwarren
Closed on: Apr 7, 2011 at 3:22 PM

Window menu

In Quest 4.x there is the ability to add a menu to the Player window. This
might be nice for Quest 5.0 but it's by no means essential. Instead of a menu
within the Player window itself, it could be an entirely Javascript menu?

Work Item Details

Original CodePlex Issue: Issue 364
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 12:47 PM
Reported by: alexwarren
Updated on: Jan 6, 2013 at 7:41 PM
Updated by: alexwarren
Closed on: Jan 6, 2013 at 7:41 PM
Closed by: alexwarren

Long menu captions should resize automatically

When a menu caption is long, the menu window should accommodate the caption
without the user having to manually resize the window.

See http://www.axeuk.com/phpBB3/viewtopic.php?f=10&t;=2388

Work Item Details

Original CodePlex Issue: Issue 527
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Jan 19, 2011 at 5:51 PM
Reported by: alexwarren
Updated on: Jun 10, 2011 at 6:46 PM
Updated by: alexwarren
Closed on: Jun 10, 2011 at 6:46 PM

Allow multiple command separated by a period '.'

It should be possible to type multiple commands at once, e.g. "look at sofa.
look at tv."

This should be straightforward to implement in CoreParser.aslx.

Work Item Details

Original CodePlex Issue: Issue 616
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Apr 12, 2011 at 8:32 AM
Reported by: alexwarren
Updated on: Jul 5, 2011 at 11:50 AM
Updated by: alexwarren
Closed on: Jul 5, 2011 at 11:50 AM

Integrated Help

In Q4 a windows pops up with a help text. This is OK for general information.
I would like a spezific help
for verbs. If you type "?" you get a simple list of all possible verbs
(perhaps its possible to display only the verbs, which are really used in the
game).
If you type "? touch" you get special information about the touch-verb. This
could be done within the english.aslx like this:

usage: touch object
You can touch every object
in the game

Work Item Details

Original CodePlex Issue: Issue 522
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Jan 3, 2011 at 2:33 PM
Reported by: Pertex
Updated on: May 20, 2011 at 9:11 AM
Updated by: alexwarren
Closed on: May 20, 2011 at 9:11 AM

Adding elements in the Editor

Currently the Editor will only let you edit elements that already exist in the
ASLX file. So it is impossible to even add a room, object, function etc.

Work Item Details

Original CodePlex Issue: Issue 301
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Sep 30, 2010 at 6:30 PM
Reported by: alexwarren
Updated on: May 19, 2011 at 8:33 AM
Updated by: alexwarren
Closed on: May 19, 2011 at 8:33 AM

Order of procedures in ASLX file shouldn't matter

Currently, procedures and delegate implementations must not refer to
procedures that are defined later in the XML.

Look for everything that calls ScriptFactory.CreateScript (both overloads) -
these calls should only happen after everything else has loaded.

Work Item Details

Original CodePlex Issue: Issue 349
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 11:52 AM
Reported by: alexwarren
Updated on: May 23, 2011 at 11:11 AM
Updated by: alexwarren
Closed on: May 23, 2011 at 11:11 AM

Move up/down

Allow all elements to be reordered in the Editor.

Work Item Details

Original CodePlex Issue: Issue 618
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Apr 20, 2011 at 8:02 AM
Reported by: alexwarren
Updated on: Jul 22, 2011 at 12:55 PM
Updated by: alexwarren
Closed on: Jul 22, 2011 at 12:55 PM
Closed by: alexwarren

Override player input handling

In Quest 4.x there is the "enter" command, which means within a turn you can
prompt the player for further input. That input then goes into a string
variable, instead of being handled as a normal command. This means you can do
things like prompt the player to enter the answer to a question. There should
be a similar command in Quest 5.0.

Work Item Details

Original CodePlex Issue: Issue 355
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 12:13 PM
Reported by: alexwarren
Updated on: Jun 14, 2011 at 7:44 AM
Updated by: alexwarren
Closed on: Jun 14, 2011 at 7:44 AM

Object visibility

Every object should support a "visible" property, allowing it to be hidden.
This would need to be implemented in CoreScopes.aslx. Also there should be the
concept of scenery, i.e. an object that the player can "look at", but which
doesn't appear in the automatically generated room description because it's
not actually important to the game.

Work Item Details

Original CodePlex Issue: Issue 356
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Oct 9, 2010 at 12:15 PM
Reported by: alexwarren
Updated on: May 20, 2011 at 3:07 PM
Updated by: alexwarren
Closed on: May 20, 2011 at 3:07 PM

Clipboard support in the Editor

Editor needs cut/copy/paste buttons to allow any element to copied and pasted.
This should also work between games.

Work Item Details

Original CodePlex Issue: Issue 299
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Sep 30, 2010 at 6:27 PM
Reported by: alexwarren
Updated on: May 20, 2011 at 3:09 PM
Updated by: alexwarren
Closed on: May 20, 2011 at 3:09 PM

Script Editor

Script Editor needs to be implemented.

Work Item Details

Original CodePlex Issue: Issue 296
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Sep 30, 2010 at 6:21 PM
Reported by: alexwarren
Updated on: May 19, 2011 at 8:33 AM
Updated by: alexwarren
Closed on: May 19, 2011 at 8:33 AM

Opening another game

After opening a game in either the Player or Editor, it is currently

impossible to open a second game for either playing or editing. The following
error occurs:

Quest

Error launching game: Attempt to initialise game without deactivating

previous game.

OK

Work Item Details

Original CodePlex Issue: Issue 300
Status: Closed
Reason Closed: Unassigned
Assigned to: Unassigned
Reported on: Sep 30, 2010 at 6:29 PM
Reported by: alexwarren
Updated on: May 20, 2011 at 9:06 AM
Updated by: alexwarren
Closed on: May 20, 2011 at 9:06 AM

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