Visual Quest Editor

For all talk about quest development - creation, testing, and quest system bug diagnosis.
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JorisVanEijden
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Joined: Mon Aug 12, 2019 5:02 pm

Re: Visual Quest Editor

Post by JorisVanEijden » Thu Oct 10, 2019 2:02 pm

The way I'm approaching this ties the nodes to the internal quest format directly.
See the quest data jason in your save game to get an idea what's in there.
With some effort it would be possible to generate Template from that later.

Grouping nodes has no official xnode implementation yet but there are some options.

It's a lot of fun to play with so I'm going to continue this for a while. I'll try to commit progress periodically to the branch in my github fork: https://github.com/stellargames/daggerf ... est-editor

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BadLuckBurt
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Joined: Sun Nov 05, 2017 8:30 pm

Re: Visual Quest Editor

Post by BadLuckBurt » Mon Oct 14, 2019 5:39 am

If DFU ends up going the route of the original Doom engine and OpenMW where it is used to create entirely original games, it would definitely be invaluable. I think it would also be a great tool to have for DFU itself but I'm not sure if the amount of time required to build and maintain it is worth it at this point. I guess that's a decision that only you can make as the developer.

In any case, it's looking great and even if you decide to halt development, seeing that it can be done is encouraging
Daggerfall Unity on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
Daggerfall Unity on Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

haloterm
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Joined: Sat Feb 16, 2019 5:21 am

Re: Visual Quest Editor

Post by haloterm » Wed Oct 16, 2019 6:56 pm

Jay_H wrote:
Mon Oct 07, 2019 7:56 pm
A big question behind this, I think, is if it motivates anyone to begin/continue writing quests. That'll be a good determinant to continue working or not.
It would certainly motivate me. I know how to program just with source code, but visual tools are always helpful.

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JorisVanEijden
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Re: Visual Quest Editor

Post by JorisVanEijden » Sat Oct 19, 2019 12:21 pm

Work-in-progress sneak preview of early work on visual quest editor.
wip-preview.gif
wip-preview.gif (1.21 MiB) Viewed 959 times

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Ralzar
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Location: Norway

Re: Visual Quest Editor

Post by Ralzar » Sat Oct 19, 2019 12:48 pm

Wow, personally I can totally see myself using this to make quests. I use similar tools at work.
My released mods

"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
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Dalebvr
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Joined: Wed May 22, 2019 9:52 pm

Re: Visual Quest Editor

Post by Dalebvr » Sun Oct 20, 2019 8:31 pm

Looking good so far!

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Interkarma
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Re: Visual Quest Editor

Post by Interkarma » Sun Oct 20, 2019 10:45 pm

This looks great! Love the work you've done so far. :)

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JorisVanEijden
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Joined: Mon Aug 12, 2019 5:02 pm

Re: Visual Quest Editor

Post by JorisVanEijden » Wed Oct 23, 2019 9:56 am

Even if it never gets merged or released it's a lot of fun to do. And a great learning experience.

I just implemented a message editor:
MessageEditor.png
MessageEditor.png (80.72 KiB) Viewed 879 times

Including a todo if anyone feels like helping out: https://github.com/stellargames/daggerf ... r/TODO.txt

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