Three Days to Port update!
During April I have done some more research and development with Godot with the express intention of bringing the game into that engine. That said, Godot isn't at all built to do text adventure stuff out of the box like Quest is, so! I have spent a lot of this month figuring out good ways to do text processing!
One of the major issues I have had with Quest is. I kind of write a lot. There might be enough text between choices that, that text will more than fill up the screen if I presented it to you all at once, and you would have to scroll up and figure out where the old text stopped and the new text starts!
So, any of you who have played the game will know that I tend to present it to you about 2 paragraphs at a time! I do it that it will nearly never push all the text off the screen! But, to do that in quest, I have to hard code that. Every. Single. Time. Quest only really supports 'do this until you are done and then proceed' within the wait function, which anything you want that to wait for needs to be nested inside of that wait function. So, it's not really like I can build some automated way to split up and manage the text within quest, and basically the more I write, the more difficult the code of the game gets to work with, because every two paragraph section needs to be nested perfectly within the wait of the previous one, and any choices or other code that needs to happen at a particular time in that sequence also needs to be nested perfectly within that structure.
Basically, the only real solutions I see to this problem are,
1. DEAL WITH IT
Continue spending a ton of time needing to check and double check the sequences to be sure everything is flawless
2. WRITE LESS
Which, well maybe some people would want, and this would be easier on me, but I like the writing, and I hope that you do too!
3. FIND AN ALTERNATIVE SOLUTION
I've been wanting to learn Godot so that I could work in a more proper coding language that supports the kinds of things I want to do with it. IN TRUTH I could probably still do what I want within quest, but I would need to learn to use Javascript and build what I want to do outside of quest and hook it in. It's basically like, I'm gonna have to learn a whole new way of doing things either way. But pursuing Godot is like, not only can it do the stuff I want, it can do other stuff, and has bigger better support for doing graphical stuff, and I don't have to worry about the 20 MB file size limit!
SO! I am aiming for option 3, and this month I spent figuring out and developing a system which I can throw basically an unlimited amount of text at, which the system can split up into paragraphs and present them to the player 1 paragraph at a time, while also having the capacity to do that until it is done, and then proceed within a wider code block. To test this I threw all 11 pages of text from the Amilyn encounter at it, and it chewed through that flawlessly!
ALL THAT SAID THOUGH, I was hoping to be a little further along than I am. While I do have the text processor working well, I do not have a way to present choices to the player yet. This should come together pretty quickly now, but I am reluctant to present a SNEAK PEEK until I have all the bones of the text adventure created and working nice and smooth together. With the text processor working as well as it is though, the thing that I thought was going to be the hardest thing for making this is done.
Over the next few days I am going to be trying to make a system that can dynamically create buttons to be used for the text adventure options. From there, I think I will try to create the Three Days to Port intro sequence! And when I have gotten that far, I will be posting it up here~
Thank you very much for your patience and support~