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Why Open Quest Format froze its file format at v0.1 while the packages keep changing

Open Quest Format has two version numbers. The file format was frozen at OQF1 in the first release and can only grow by appending columns, while the TypeScript packages stay 0.x and are still allowed to break their API. This post explains why the two are kept apart and how the append-only rule works.

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Why Open Quest Format keeps dialogue separate from quests

open-quest-format gamedev architecture
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Shipping a Rust native module to four targets from one CI

cozy-steamworks rust ci
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What Skyrim and Baldur's Gate 3 quests have in common

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Adding leaderboards and global stats to steamworks.js: what Steam doesn't tell you

cozy-steamworks cozy-coast gamedev
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Measuring the OQF compact format: 677 tokens against 1,200 for JSON

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Deciding Steam session requests in Rust, before JavaScript can answer

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Proving a quest is completable before anyone plays it

open-quest-format gamedev architecture
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Forking steamworks.js for Cozy Coast's multiplayer hub

cozy-steamworks cozy-coast gamedev
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Why I wrote an open quest spec instead of a plugin

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The laptop that was closed all day

open-source feeds architecture
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Tail: following a feed instead of re-fetching it

open-source feeds
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A tap wizard with zero LLM calls

open-source feeds
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