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Why Open Quest Format keeps dialogue on its own rig, apart from the quests

In Open Quest Format, conversations run on their own model. A quest step points at a dialogue by reference and only receives the flags and events the dialogue drops on the wire, which is what lets Ink and Yarn Spinner jack in.

What Skyrim and Baldur's Gate 3 quests share under the chrome

A run through the Open Quest Format model, choom: how steps wire into a flat graph, how objectives count events, how payouts and endings hit the wire as events and flags, and why so much of the gig is left to the engine on purpose.

Jacking leaderboards and global stats into steamworks.js: the intel Steam never hands a netrunner

Street notes from jacking leaderboards, aggregated global stats and screenshots into my steamworks.js fork, covering handles that flatline after one Steam session, throttled uploads that resolve like the gig went clean, and global totals that run about a day behind the street.

Proving a gig can be finished before any merc jacks in

Open Quest Format keeps its condition language to eleven operators and zero scripts, so that the validator can sniff out unreachable steps, dead ends and gigs with no reachable ending before a single merc jacks in. This post walks through how the scan runs and how many eddies that limit costs, choom.

Forking steamworks.js: fresh chrome for Cozy Coast's multiplayer hub

Upstream steamworks.js 0.4.0 only offered legacy P2P, a lobby list with no filter and no friends API, which was not enough chrome to run Cozy Coast's multiplayer. This covers what the fork bolted on, what it flatlined, and the eddies it costs to keep a fork alive for a single game.

Why I wrote an open quest spec instead of renting plugin chrome

Open Quest Format 0.1.0 is an Apache-licensed, versioned quest spec with a reference parser, validator and runtime, so your quest content outlives whatever engine or plugin you first jacked into, choom.