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6 articles tagged open-quest-format. See all posts.

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

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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Measuring the OQF compact format: 677 tokens against 1,200 for JSON

I measured Open Quest Format's compact serialization against its own JSON output on the reference quest to see where the bytes and tokens go, and what the line format costs in return.

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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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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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