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Writing on “gamedev”

6 articles tagged gamedev. See all posts.

Why Open Quest Format keeps dialogue separate from quests

In Open Quest Format, conversations live in their own model. A quest step points at a dialogue by reference and only receives the flags and events the dialogue sets, which is what makes it possible to plug in Ink and Yarn Spinner.

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What Skyrim and Baldur's Gate 3 quests have in common

A walkthrough of the Open Quest Format model: how steps form a flat graph, how objectives count events, how rewards and endings are emitted as events and flags, and why so much is left to the engine on purpose.

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

Notes from adding leaderboards, aggregated global stats and screenshots to my steamworks.js fork, covering handles that only last one Steam session, throttled uploads that resolve as if nothing went wrong, and global totals that run about a day behind.

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Proving a quest is completable before anyone plays it

Open Quest Format keeps its condition language to eleven operators and no scripts, so that the validator can find unreachable steps, dead ends and quests with no reachable ending. This post explains how the search works and what that limit costs.

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Forking steamworks.js for Cozy Coast's multiplayer hub

Upstream steamworks.js 0.4.0 only offered legacy P2P, an unfiltered lobby list and no friends API, which was not enough for Cozy Coast's multiplayer. This covers what the fork added, what it removed, and what it costs to maintain a fork for a single game.

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Why I wrote an open quest spec instead of a plugin

Open Quest Format 0.1.0 is an Apache-licensed, versioned quest spec with a reference parser, validator and runtime, so quest content can outlive the engine or plugin you picked first.

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