Main:Geek Quest

Geek Quest

Geek Quest, Clone Quest, or whatever I wind up calling it, is basically a prototype for some ideas I have for something similar to, but more configurable than, Kyle's Quest. This is not my main mission in life, I have a full time job and family, so it may not get finished before I get bored with the idea, but I'm pretty sure that at a minimum, there will be enough of a framework for someone else to take over and finish it.

The basic idea is to increase the limits of the game (map sizes, etc), make events much more flexible, and allow for a few new features.

New Features/Ideas

There is little actual code so far, so most of this is unimplemented. All these features should be in the .pdb file, even if the engine doesn't understand them right away.

Steps

Basically, in order to do this, I plan on doing the following steps:
  1. Decode the KQ .pdb format, to make sure I'm not missing any features. I haven't found the format documented anywhere.
  2. Figure out what information isn't in the KQ .pdb format. At this time, I'm aware of:
  3. Define the GQ structures and .pdb format.
  4. Code a GQ interpreter, probably in Java for maximum portability. This way I can get some play testing done, and be sure that the format really does have all the necessary features before I go any farther.
  5. Code a KQ level to GQ quest converter, again probably in Java. Since GQ is intended to have a superset of the abilities that KQ has, this should be possible for all games, though I wouldn't stake my life on it. This is to bootstrap the game, so that it will have most, if not all KQ levels available to it as soon as it's released.
  6. Code a Palm based GQ interpreter in C, Java, or asm.
  7. Find someone to do the WinCE port.
  8. Make a quest-compactor, so that end-users can get rid of graphic formats that they can't use or don't want, so that we're not wasting storage with a 16-level greyscale image on a P1000. Maybe even make it so that the game itself deletes any graphic formats that exceed the current hardware abilities.
  9. Write a Quest Editor. Would probably have a basic and advanced mode for object/event editing, since those are going to be quite a bit more complicated. Basic mode would be intended to allow quest creation as easily as KQED and still allow more features, advanced mode would be for allowing the greatest flexibility.
  10. Find someone to do some graphics. I am not an artist.
  11. Offer to contribute much of the code back to Kyle (actually, for some credit in the documentation I'd be happy to let him call it KQ 4.0). This is, of course, assuming that my vision comes to fruition, and it's as good as I hope it will be.

Status

Feedback is welcome at geekzilla@geekazoid.com