Download Quest Wizard Wincustomize
Download Quest Wizard NexusMods
Sample Quests made with the Wizard: http://murteas.wix.com/quest-wizard#!quests/cmyf
Test Map - Single quest on a tiny map: http://fallenenchantress.nexusmods.com/download/24 (just replace QuestWizard_AshrillCry with your own quest name).
Credits:
I would guess that is anywhere. I would use 0 otherwise.
Radius probably means the distance a roaming mob will travel from the lair. I would guess -1 means either they won't roam at all or unlimited range.
I'm pretty sure it's the distance they spawn from the lair. So the -1 means anywhere on the map.
I had a quick look (just run the event) and it is clearly "anywhere on the map" as DsRaider and seanw3 says.
Awesome. I will have an early alpha up today with the ability to make random events (simple ones like Frogboy's retribution).
Version 0.1 is up. Give it a try. Still very early and missing major functionality, but you can make simple random events.
Great start! Chcking out now.
I'll have another version out soonish. This one with ObjectiveDefs
Ok, taking Frogboy's advice into consideration, I have revamped the Quest Wizard and made it easier for the novice to jump in and make a quest. I have also completed the steps, so you should be able to walk through and make a complete quest. I am releasing version .103 for people to try, but it needs a lot of testing. I will up the version to .2 when I feel it is stable enough to merit it. However, you should be able to try it out now and make some quests. I'm sure there are bugs, but it is a good start.
Enjoy!
[quote who="Murteas" reply="35" id="3230501"]Ok, taking Frogboy's advice into consideration, I have revamped the Quest Wizard and made it easier for the novice to jump in and make a quest. I have also completed the steps, so you should be able to walk through and make a complete quest. I am releasing version .103 for people to try, but it needs a lot of testing. I will up the version to .2 when I feel it is stable enough to merit it. However, you should be able to try it out now and make some quests. I'm sure there are bugs, but it is a good start. Enjoy![/quote
Any chance you could put it on github? It would greatly enhance collaboration. I for one am a C#, xml guru so...
If you like I can crop and optimize the artwork found here for whatever resolution backgrounds in a jiffy? Among other things I do UI design.
That would be great. Currently, I let the user resize all the windows, so resolution is a hard thing for me to say. I probably will lock it down once I know what controls are needed.
As for Github that is a good idea. If I release the source I'll go that route.
The interface looks pretty good. I wasn't sure when I needed to add values to the request item chosen. Is there a way to choose what monsters to fight? I am also guessing that the quest map gets made in the map editor.
Do you foresee the number of screens growing beyond seven (Start, Basic, Reward, Triggers, Text, Objectives, Save)?
Only if it is decided that we need to break up some of the current windows. Probably will stay close to 7 though.
Do you mean the reward item? I tried to highlight in light red those fields you need to fill in, the rest you can leave alone:
For the Monsters, you add that on the Objective page for fight monster type of objective.
I'll be putting up a tutorial/walkthrough for a quest in the next few days. Hopefully this will help as people start to make quests.
New version up. Fixed a bug with CreateGoodieHut modifiers.
This is pretty damn awesome, I'm totally impressed.
Love the QuestWizard, it did crash for me when I was attempting to use it:
http://screencast.com/t/txK7WdSi
Radius of -1, when used with the SpawnMonster game modifier, allows thee monsters to be placed anywhere on the map.
The FE editor is an excel spreadsheet with macros written to export anything in the spreadsheet into xml. So it looks like this: http://screencast.com/t/SdIGijIE
Your wizard is a lot more user friendly, in that the user is walked through the steps to create a quest. I like the spreadsheet version because if I want to add a new field for a quest I just insert a new row. Also the spreadsheet makes editing easier (especially since I can compare quests, units, spells, etc) easily as they are just separate columns.
I'll check out the crash and get it fixed.
Derek, can we expect to get our hands on the spreadsheet sometime after release? I think that would be awesome (at least for those people that want to do the advance quest creation). By the way, you have done a great job with the game. Really enjoying the experience.
Glad people are using it. Keep the bug reports rolling and I'll get to it as soon as I can. Thanks for the feedback. I'll keep getting releases out as soon as possible.
Maybe we should start a quest pack that the community can add to their games.
Feedback needed: Organization of the wizard steps. Is the order of the questions correct? Should more questions be added?
What feature do you want the most(next):
Add a game modifier to each quest objective (i.e. give money, units, items, health, damage, etc to units before a fight)
Add graphics to each quest choice (backgrounds, response medallions, etc)
Be able to add objectives in any order and have them go to any other objective?
Other?
Thanks for the tips.
I do have a question/recommendation:
Is there a tracker attached to the program? Something to record the made quests and send the information back to FE so that they can merge ideas into the final release??
Or, perhaps, is there an export function so that giving the raw quest data to Stardock is made simple??
Just a thought...
GFireflyE - It is super (!!!!!) easy to put your new quests in the game. Just save them in the My Documents/My Games/Fallen Enchantress/Mods directory and they will show up (assuming they have a high trigger chance ). Currently, when you save the quest it defaults to this location. If you have a quest that you think should show up in the game. Just post it and try to get Derek or Frogboy to see it, and maybe they can add it. Otherwise I expect we'll have a community Quest pack up before too long.
A couple buttons that should read "Next" read "Done".
Ps: Draft backgrounds in PM.
Big UI changes coming up. Bug fixes, etc. Stay tuned.
Great work Murteas!
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