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:
Looks great. I'll get it all updated once you send it.
In the meantime, I have a bugfix release 0.310. It should fix a problem with some quests where you didn't have a quest location (random events), I've added the Trigger Origin flag back in to fix this.
Can we get the Basics page to open upon clicking the Create Quest button?
Absolutely, that makes sense (probably for the load button as well).
cardinaldirection, really cool graphics. One minor flaw is that the <Simple Wizard> button's text extends further than the <... Quest> buttons. I would either reduce the font size or widen the buttons a little bit to be able to keep the Simple Wizard texts in line.
Quest Wizard 0.4 released. New UI design. A bit cleaner and better looking. Minor bug fixes. New features will come next. Let me know what you'd like to see the most.
You are updating this too fast! I keep having to re-install it.
You shouldn't have to uninstall first. It should just install over the top of the previous version. At least initially, I am trying to iterate quickly so that people will see their suggestions incorporated. Soon, I plan to slow down and release on a more regular schedule or release the source code and let a group help with the updates. The last update and the next are primarily visual updates.
You should make it so we can't click save when any of the sub-windows are open. If I understand it correctly, you don't generate the XML until we click "done" in various places but I can still click save before I have done so, which makes quests where stuff is missing.
I can't seem to get a simple quest work right. Can you guys help me out, maybe tell me what I did wrong?
Basically, I create a quest with an objective to "go to a location to kill stuff". When I get to the new location, I get a choice to fight the ones there. I do that. But then the quest doesn't finish. I can leave the position, go back on top and fight again.
What I want to do is create a simple quest where I start at an inn, go to a tomb and fight a fight to get an item.
This is the xml:
Right above your encounter there is a Next Objective ID=0. That is looping the objectives.
Yeah, but let's say I don't care about the XML right now. How should I use the wizard to get what I want?
I am quitting the whole balance thing and going after quest maker testing. So you mean you want me to tell you what you did wrong in the editor? Probably either a bug with the encounter addition or you set a weird objective number.
Yeah,looks like your Approach the Tomb choice needs to have Next objective ID of 1. If you made this initially with the earlier versions of the quest wizard it may have messed you up. The current version should let you change the next objective IDs of the choices as well as the objectives themselves.
I'll load it up and show you where I think it needs to change.
Ah right. So I need to alter stuff on the Order screen, I skipped that completely because it wasn't obvious what should be what. Shouldn't that be automatic for a simple quest like this? I know I requested multi-path quest support, but it also has to be easy for newbies right?
Okay I go to Order screen and set Approach Tomb to 1. Then it worked in-game. Thanks!
I really hope you have editing objectives and choices in the pipeline. It would make things a lot easier I think.
One suggestion about rewards. Instead of showing "reward_34" and so on, do you think you could show what it actually is? GiveItem:AmuletOfFrost. Those random names of rewards are just impossible to rememeber and therefore rather useless to show.
So I loaded up the quest and here is what I saw in the order window:
You just need to change it to 1. Meaning when I choose this choice I want to go to this objective.
One more suggestion, for the quest difficulty slider, can you add the different difficulties? Weak - medium and so on. So we know exactly what we are selecting - not a number but what shows up in-game.
I am trying to figure out how to do the editing of objectives (choices are ready, but they are tied to objectives so we need that first). The problem is I auto generate objectives for some types (like your quest), so if I let you edit it, it will regenerate the battle objective, leaving you with 2. Meaning you would have to manually delete the first battle objective. That seems overly complicated so I am trying to figure out a solution.
Yes, the Choice should have pointed to the battle, but it may not. Unfortunately, this was the difficulty I was explaining when I started this project, I can either make it very easy (but very inflexible) or I can make it powerful but more difficult to use. It's a delicate balance and I've leaned towards making it more powerful. I have started writing the tutorial which should help, but until then, feel free to ask questions.
About the reward name, yes I can auto generate something else, however that field is editable, so you can change it to whatever you want. It does seem like you are using an old version though, I've changed those names to list item, unit, gold, etc. now.
I'm using 0.40, yeah, it says Item_34 for example.
I think going for "more powerful" is a mistake. This is your project and all, I'm just giving my humble opinion. If the goal is to have lots of people make lots of quests... it needs to be easy to use. The quest XML is incredibly powerful, but I think you'll agree with me when I say it is also the most difficult part of the XML in FE.
So, I have thought about this, sounds reasonable. I'll try to implement it. Note, you can change the xml before you save it, that is what the preview is for. Whatever you change there will be written out. This was a final place available for the advanced modders to make changes that I don't support.
Difficulty slider: I've got a tooltip that was supposed to help, but I'll see what I can do.
In terms of difficulty, the editor might have some learning curve, but it is miles better than trying to do it in xml. I am pretty expert at it and it still takes me hours to do quests and get them right. Being able to use this to do the basic stuff saves us so much time and I think most people making quests are going to be smart enough to learn the system.
I am currently using it to make the bare bones of my quests and then doing the final tweaking in the xml. It's a great program. I love the style and flow. Very good stuff.
So, then there needs to be a balance. Because one of the first things asked for pushed it from being easy to being complicated. I.e. multi path quests. There just isn't an easy way to make quests if you want them to be more than the go kill this monster and return, or the go get this item and return. I can make a basic wizard (in fact I have a button for it, it is just hidden right now), to do that, but ultimately, I think that after making one quest people will want to make more complicated things, will want to make choices that require you have resources, will want the ability to specify multiple choices not just (ok or I'm too busy)... etc. If you have something right now that you think is too hard to use let me know what it is and I'll try to fix it. The most "complicated" part right now is the order page. I simply don't know how I can make that easier, because I can't know what the user wants to do based on a choice. The user will have to specify it.
Tru dat, the first thing I thought when the quest above worked was "okay... let's give it one more path!"
This was kind of my thoughts. I was making something that I would use. When I started with the basic wizard I got so many requests about how to do more advanced things, that I thought, this isn't what people really want, they want the advanced version. They really want to make something more advanced, they just want it to be easy. Well, I've made it easier, but it is still not easy. I am working on getting it easier. Loading a quest is a start so you can look at existing quests, and editing things will be the next step.
LOL. Yep that is exactly what I was hoping. So you really do want the objective editing working so you can just go in and add a choice. I'm working on it. I'll probably release a version and get your guys feedback on how to make it usable. Probably sometime in the next week.
Looking forward to it!
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