Brand new, saying Hi...and quick simple questions
Pyrceval
23 Jun 2016, 17:06I'm shiny and new, and though I dont have mass amounts of time, this software intrigues me as I've had multiple ideas over the years I might be able to (one day, with this now) be able to bring to fruition. I am certain when I can sit down and read through all of the documentation and watch the tutorials and such the answers likely lie within. However, for just the basic just imagining what I want to do phase though, burning questions I have to ask: Does quest have functions to allow a 'party' system (multiple characters controlled by the player), is it possible to have a 'hub' or 'home base' where one could switch out and select different party members and then go out on missions, and is it possible to have passive behind the scenes abilities active that would affect the entire party? As in, you select who is serving as field leader for the squad and that leader gives some sort of buff to the team. At this point I dont need to know the fine details about how such things would work, just for invisioning my ideas if it is even something at all possible.
Thanks in advance!
Thanks in advance!
Melarnos
23 Jun 2016, 18:20Hi Pyrceval,
Quick answer: Yes, you can do all that with Quest.
The way multiple characters works, basically : the party members would be considered "objects", and there's a function dedicated to turning an "object" into the player.
Hope you'll find the time to enter the wonderful world of game making. A word of advice: you should begin with a first, simplier game, to become familiar with the basics and try the scripts you'd need for your big game.
Good luck!
Quick answer: Yes, you can do all that with Quest.

The way multiple characters works, basically : the party members would be considered "objects", and there's a function dedicated to turning an "object" into the player.
Hope you'll find the time to enter the wonderful world of game making. A word of advice: you should begin with a first, simplier game, to become familiar with the basics and try the scripts you'd need for your big game.
Good luck!

XanMag
23 Jun 2016, 18:34EDIT: Melarnos beat me to it!
It can be done. I can think of two ways you could do this, neither one is built-in and would require you to do some serious altering of the built-in stuff. Also neither one is very simple for a beginner. I've been here for a couple years and I would struggle to design something like this. In VERY short... you could add a new inventory box and rename it party. You would control the main character and the party would travel with you. When an event happens you could initiate a turnscript that cycles a turn that allows the player to choose the action of that party member and then changing the player character to the next in the party. This would be how I would initially try to do it for turn-based battle scenarios. For non-battle scenarios (like getting different results for different party members talking to NPCs, for example) you could use commands to "become" or "control" a player in the party box. It's certainly tricky, but I think quite possible.
I like where your head is at here and now 'my mind is a raging torrent, flooded with rivulets of thought, cascading into a waterfall of creative alternatives.' (
sorry, I had to!!) -- https://www.youtube.com/watch?v=aB6UQXx98KU
In short, yes, I believe it to be possible but what you want to do seems to me like it would be quite difficult (but possible!!) to do. Maybe someone will come along and correct me one way or the other.
Good luck!
Pyrceval wrote:Does quest have functions to allow a 'party' system (multiple characters controlled by the player)
It can be done. I can think of two ways you could do this, neither one is built-in and would require you to do some serious altering of the built-in stuff. Also neither one is very simple for a beginner. I've been here for a couple years and I would struggle to design something like this. In VERY short... you could add a new inventory box and rename it party. You would control the main character and the party would travel with you. When an event happens you could initiate a turnscript that cycles a turn that allows the player to choose the action of that party member and then changing the player character to the next in the party. This would be how I would initially try to do it for turn-based battle scenarios. For non-battle scenarios (like getting different results for different party members talking to NPCs, for example) you could use commands to "become" or "control" a player in the party box. It's certainly tricky, but I think quite possible.
Pyrceval wrote:is it possible to have a 'hub' or 'home base' where one could switch out and select different party members and then go out on missionsYes, this part is easier than the actual exploring. You could meet new players on your journeys and move them to your "camp" or whatever. When you return there, they will be there for you to "take".
Pyrceval wrote:and is it possible to have passive behind the scenes abilities active that would affect the entire party?Yes. Each member you add to your team can give the current player character varied attributes.
I like where your head is at here and now 'my mind is a raging torrent, flooded with rivulets of thought, cascading into a waterfall of creative alternatives.' (

In short, yes, I believe it to be possible but what you want to do seems to me like it would be quite difficult (but possible!!) to do. Maybe someone will come along and correct me one way or the other.
Good luck!
Pyrceval
23 Jun 2016, 18:39Awesome, thank you guys for your response. For a little while Im going to poke around on different peoples games that are already here to see things that have been done, then I will start in to some testing simpler games before I try to overwhelm myself with my ideas lol. Thanks again for taking the time to respond. 

HegemonKhan
23 Jun 2016, 19:35there's nothing built-in as a full system of what you want, but you can certainly do/create everything you want to do for your game.
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the built-in 'pov' Object Attribute of the 'game' Game Object (game.pov) allows you to change which character (Player Objects: the default new game Player Object is the 'player' Player Object) you're currently controlling. You can only control one character at a time though (no MP mud/mmo type stuff with quest), via the 'ChangePov()' Function ( http://docs.textadventures.co.uk/quest/ ... gepov.html ).
there's also two different locations for your 'look' character descriptions, one location for when you are NOT controlling the Player Object (effectively is like a npc/party member), and another location for when you ARE controlling the Player Object, this always causes confusion in people, in why their 'look' description Verb isn't working.
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this is just a start, feel free to ask questions, we'll be happy to help you get set up whatever you want in your game, if you need help with anything.
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P.S.
see Pixie's Combat Library and Demo game, as it has equipment and spells (if the full range of types of spells can be done, then "abilities" can be done, as what's the difference, lol). Though, this stuff is not easy stuff for new people to quest and/or especially to coding.
--------
the built-in 'pov' Object Attribute of the 'game' Game Object (game.pov) allows you to change which character (Player Objects: the default new game Player Object is the 'player' Player Object) you're currently controlling. You can only control one character at a time though (no MP mud/mmo type stuff with quest), via the 'ChangePov()' Function ( http://docs.textadventures.co.uk/quest/ ... gepov.html ).
there's also two different locations for your 'look' character descriptions, one location for when you are NOT controlling the Player Object (effectively is like a npc/party member), and another location for when you ARE controlling the Player Object, this always causes confusion in people, in why their 'look' description Verb isn't working.
------
this is just a start, feel free to ask questions, we'll be happy to help you get set up whatever you want in your game, if you need help with anything.
------------
P.S.
see Pixie's Combat Library and Demo game, as it has equipment and spells (if the full range of types of spells can be done, then "abilities" can be done, as what's the difference, lol). Though, this stuff is not easy stuff for new people to quest and/or especially to coding.