Feed on “open-quest-format”
6 posts tagged open-quest-format. See the whole feed.
Why Open Quest Format froze its file format at v0.1 while the chrome keeps changing
Open Quest Format runs two version numbers, choom. The file format was frozen at OQF1 in the first release and can only grow by bolting columns onto the end, while the TypeScript packages stay 0.x and are still allowed to break their API. This post jacks into why the two are kept apart and how the append-only rule holds the line.
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.
Running the scanner over OQF's compact chrome: 677 tokens against 1,200 for JSON
I ran 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 lean line format charges in eddies of its own, choom.
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.
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.