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:
Testing now. Should have something later tonight or tomorrow depending on how the testing goes. Still need to add the edit the objectives & choices. Other steps you can edit.
If you want to try out the 0.3 version prior to my testing here you go: http://goo.gl/vRRfF
Ok, version 0.302 is up and available. It has several changes that you can see in the changelog in the OP. I have an edit button for most lists, but it hasn't been implemented yet. That is on my to-do list. The delete works, and the objective order works. I have also updated the quest I uploaded before with a new improved quest.
Enjoy. Please report bugs here. Thanks!
Version 0.303 is up. Added conditional choices. these are choices that will only be enabled if you have a certain amount of a resource (i.e. pay 100 gold, or use 100 mana to heal, etc.)
Working on loading a quest and allowing you to edit. Not everything will be editable. For example some of the auto generated objectives it doesn't make sense to edit them. In fact, I may make the user delete them if they edit the related objective.
I want to also add a tutorial so that people know how to use the quest wizard. What do you think YouTube video tutorial or a pdf?
I'm working on some unique units for the Stormworld_Expandedfactions now. Then I'm going to use your quest editor to build a bunch of quests using them! Good times all around.
I think a pdf would be fine, a video going through all this and how it ends up in-game would be rather long to watch.
I recommend in-wizard tool-tips.
I've tried to put tool tips on every field. If you find one that doesn't make sense or that needs to be clearer please let me know. I've made so many test quests now that the fields are second nature to me, so it is hard for me to look at them with a fresh perspective.
So this leads to a really good question, how should I do modded units. Currently I pre-populate the lists with the information from the game directories. I do leave the fields editable so you can type in the unit names, item names, etc, but it would be cool to be able to have all the units (vanilla & modded) show up in the encounter list for example. Any thoughts on this?
I would like to see something like a button to add a directory to search (and it would search recursively from there). That way, if you only wanted to add in units from a particular mod, you only point to that directory. Or, you could just point to your mods directory, and add them all.
The only problem with that is that we don't adhere to any naming scheme, so I wouldn't know to look in a certain file for unit types for instance and another for spell types. Where with the vanilla files I know exactly which files to look at. I guess I could make the user specify what file is what, but that seems a little overboard. Perhaps I could "require" a certain file structure - units in a unit folder under the mod, spells in a spell folder, etc.
Thanks for the ideas...I'll keep them rolling in my head so we can figure out what is best.
I don't think it's an important feature at all. But I guess if we were able to assign a folder or a file to look at you could search that folder or file for itemtypes or unittypes. Very low priority imho (your work, you decide).
By the way, a minor feature request. When we add monsters, we can give them a custom name using <UnitName>. So an Ashwake Dragon could be an Ashwake Dragon unittype but it would be named Bill in-game. Any chance you can add that field? Makes the enemy a bit more personal if it's not just "Ashwake dragon" this and that.
Also minor detail, the text (Optional) sometimes appears before and after a description of stuff. On the define quest objective screen at the bottom it is after the text for rewards, and in the define the choice screen it appears before the reward text.
Fair enough. to be honest you are the one who would benefit most from the adding of modded unit names & items to the lists and I am not sure there is a great way to make it work easily. I'll leave it on the to do list, but not for the next release.
The name for the units is a possibility. I do this already for a unit that is given as a "reward", and I can see why we would want that for the encounter foes as well.
I'm not sure I understand the bug you are seeing. Are you saying that the actual text "optional" is showing up in the text field you are filling in? Not the watermark, but appending it to your text?
After
Before
Need to know if you're into the direction I'm taking before continuing to add details, and if there are any further changes planned for the layout:
(click for actual resolution)
Personally not much into the Tribal font but I think it looks ok.
When all is said and done I will send you individual images for different elements.
0.306 is released see changelog for details. Biggest change is the ability to load quests and edit parts of them (including Stardocks CoreQuests).
Heavenfall - fixed - Thanks
cardinaldirection - Those screens look great. I'm not attached to the Tribal font, I am happy to use a different font. I am pretty close to finished with the new windows, buttons, etc. I did add a load button to the front screen that we need to add. I forsee adding one more button on the front page. Something for a very basic quest wizard. I'm still undecided if I will do this, or if I should just make another program for it.
I like the direction you are going, it looks good.
Version 0.307 released - Fixed a bug with the Objective order screen. It wasn't saving any changes you make.
Let's consolidate a bit and bring the app together into one page:
It actually is a single page now, I am just hiding the main window buttons when the user is creating a quest. I like the design you have there though. It looks really good.
Also, I don't know that it matters for your design, but you definitely have to create the objectives before doing the order (the order is the order of the created objectives).
What do you think about the size for the app. Should we allow the app to be resized? What should the default size be? some of the quest editing windows need at least 700 px width right now. I was hoping to make it so that 1024x768 could still work, but maybe that is not a realistic limitation, does anyone still use that resolution?
Random comment, you could have a few preset sizes...
Like 1024x768 and another for twice the size (2048x1536)
Hope your program goes well, will take a look at it at a later date.
Sincerely~ Kongdej
Currently I let the user resize. I actually use it fullscreen when I am doing stuff, but it is not necessary. Please do check it out sometime, it can already create quests and has come a long way since the first version. I am not very creative when it comes to quest creation, so I am anxious to see what the other forumites can come up with.
Ah thanks for pointing that out, I actually had them completely backwards for a bit.
It is a good consideration for new windows 8 devices at the very least; and personally I don't see the app actually needing to be too much larger as it would just spread the different elements out more without adding functionality.
Sounds good. I can add the graphics as soon as you have them ready. The more I look at the layout you've presented the more I like it.
Here is my simple screen shots in preparation for the real graphics. I've moved the controls so that I can quickly integrate your new stuff.
Can we consolidate the entire main menu into one navigation on the left so as to remove the feeling of two screens; and lock the backgrounds inside the individual pages to the bottom left corner so they crop off naturally in the top right, instead of stretching them?
I feel Save makes most sense in the main menu, but I supposed it could (also?) be squeezed in after Rewards?
Try a completely black 30% transparent background for the Save page and let's see how that looks as well.
The nav font is Trajan, the version one is italic Times. Try different variants of Segoe, Myriad Pro(standard), or Verdana for links, buttons, and headlines.
Replace the Simple Wizard button with Exit for the time being?
Design active and/or hover states for links and buttons?
Other changes before slicing?
We could have the save quest there, but you can't actually save anything until you create or load something, so it seems a little off. I suppose it could just be disabled until it can be used. My original idea was you went through each step (in some order) and you finish off by viewing/saving your quest. I think putting the save button away from the other controls might mean people forget to save more often. :shrug:
So no picture on the save page. Just black background (well, 30% opaque black);
Yes, let's replace simple wizard with Exit for now.
Active and hover states would be good, but not strictly necessary. I really like the outline on the words for the buttons on the main page.
Here's a final; on my way out but I'll PM you individual slices and work up some button states a bit later:
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