tass23

Member
Halfway through 2017, The Expanse was forced to shutdown after losing a webhost. I am still developing for the shard (including working on UI enhancements), but I wanted to share this new system with everyone.

The Expanse Offline Quests ports UO quests into a text-based adventure situated within a browser (which helps with mobility). This is the v1.1 Beta release, which updates an existing quest and introduces some major updates to the entire UI, as well as depth to the entire system (introducing several new features).


About the system:
Firstly, the majority of the leg-work is accomplished using a program called Quest Text Adventure and then converted into a javascript-driven HTML page by questJS. While quest construction varies, similar constructs can be created and added to a library file, which is then plug/play into each new quest. For example, you would create a library for: items, spells, crafts, etc. Then import them into any new quest. From there it is just a matter of writing out the quest material.
(NOTE: The Expanse is utilizing a custom version of QTA and questJS and the license agreement allows for anyone to alter the source. It is highly recommended that you have a webhost for storage and hosting the system. Resources can be minimal, but space could be an issue if adding a lot of extras like music and images.)

Porting UO quests to Offline Quests:
This part takes the most amount of time, after you have completed the libraries that is. Each quest is a stand alone adventure, but you can combine them with elements with the UI (it also possible to have side/sub-quests within each adventure based upon other quests). Basically you must write the "script" for each quest, which goes beyond just a dialog tree, but can get as complex as you want. Consider if you were to re-create a UO location, as text (how would you describe Fire dungeon, for example).

Beta v1.2 (click here to view the Gif that is too large for ServUO ~ 90MB)
or Youtube:

To view this content we will need your consent to set third party cookies.
For more detailed information, see our cookies page.

Introduces:
Quest Log (viewable at anytime) with updates applied as steps are completed.

Map support, with updated views upon changing rooms.

Saving/Loading individual items for weapons and armor, compatible with all quests. (you can import items from one game to another)

Random magical stats are generated (up to 5) for each item, for each new game (if you restart a game, new stats are generated).

Currency system with shop support. Buy/sell weapons and armor from Supply Shops using gold pieces (entrances to Supply Shops are created differently for each game as well).

Enhanced item view now supports viewing magical stats as well.

Once completed, the item database will include the majority of items available on The Expanse, except weapons and armor like the Evolution gear. Some weapon and armor stats will not apply in turn-based combat and will not be included (Spell Cast Recovery, Spell Cast Speed and any SA attributes), also with no plans for getting into Skills on the horizon, UseBestSkill has been removed. LRC was removed, but there are plans to include regs in the future, which will bring in the need for LRC again. LMC has been included and this also required an overhaul of background combat functions.

Beta v1.3 (released 9-04-2018)

TEOQSv1.3BetaSmall320.gif

Fixes

Fixed: Spell combat now calculates resistances, stat changes and regen rates after each round.
Fixed: Imported objects retain the proper Weapon-type, instead of saying "Unknown".
Fixed: NPC-Lady Susan had changes to the internal code, which displays the quest information ahead of the list of available quests.
Fixed: Updated all quest-related items to display the proper quest name.
Fixed: Removed graphic support for items in the Inventory and Legend. This allows for an actual list to appear that can be scrolled through. (note: if you look at an item that is in one of those areas, you will still see the image inside the gameplay field.)
Fixed: Increased graphic support for items inside the gameplay field (if you can [LOOK] at it, there will be an image shown).
Fixed: Mana combat and regen rates have been addressed and now operate with whole numbers only.
Fixed: Stamina combat and regen rates have been addressed and now operate with whole numbers only.
Fixed: Lootable has been adjusted and is handled after combat is complete.
Fixed: Mobs that are able to be attacked by spells have the Spell Attack displayed, instead of Attack when clicked.

Improvements

All keywords/commands are colored Black, some change font-size and highlight Brown when hovered over for easy detection.
Weapon combat has been adjusted and calculates: resists, stat changes, bonus effects and regen rates.
Major UI changes, including but not limited to: Toolbar and buttons, section headers/labels, scrollbars, font-size and spacing. (new buttons - Coin Pouch, Travel Log).
Character window now displays the following:
· S. Dam – Spell Damage (factors during combat)
· Mana – each spell requires Mana to cast
· Stam – Stamina (factors during weapon attacks)
· Luck – factors during combat (hit or miss)
· W. Dam – Weapon Damage (factors during combat)
· Int – Intelligence (base for Mana and S. Dam)
· Dex – Dexterity (W. Dam with Str)
· Str – Strength (base for W. Dam and Stam)
· Health – Current value/Max value

(note: Resistances moved to Resistance Table. See New Features)
Mob stat window (if you [LOOK] at a mob, pertinent information about it will be displayed, dependent upon certain player stats).
Weapon stat window (if you [LOOK] at a weapon you will see:
· Weapon image
· Weapon name
· Magical properties (up to 5)
· Weight (this factors into Stamina loss when used)
· Weapon type

Entered commands are no longer echoed in the game field (previously, this affected page formatting).
FAQ/Help section has been reformatted for easier reading.

New Features

Items equipped are noted by (worn) next to their name in the Inventory pane.
Resistance table shown and updated when items are [Worn]/[Removed].
Coin pouch displays current amount of Gold being carried (previously in the Character window).
Travel Log displays the current score (previously in the Character window), along with completed achievements and their point values.
Respawns are random, based upon the location and unless otherwise limited by quest requirements, have the potential to spawn any mob that is able to spawn in that area.
(To Kill A Mongbat Only – Requiring specific mobs for the quests, respawns are random, but limited to mongbats.)
Page Down button will scroll to the bottom of the active game window. (sometimes the information displayed is too much for the display area, caused by different device viewing)
 
Last edited:
Halfway through 2017, The Expanse was forced to shutdown after losing a webhost. I am still developing for the shard (including working on UI enhancements), but I wanted to share this new system with everyone.

The Expanse Offline Quests ports UO quests into a text-based adventure situated within a browser (which helps with mobility). This is the Beta 1.1 release, which updates an existing quest and introduces some major updates to the entire UI, as well as depth to the entire system (introducing parts of the spell system for combat).


About the system:
Firstly, the majority of the leg-work is accomplished using a program called Quest Text Adventure. While quest construction varies, similar constructs can be created and add to a library file, which is then plug/play into each new quest. For example, you would create a library for: items, spells, crafts, etc. Then import them into any new quest. From there it is just a matter of writing out the quest material.

Porting UO quests to Offline Quests:
This part takes the most amount of time, after you have completed the libraries that is. Each quest is a stand alone adventure, but you can combine them with elements with the UI (it also possible to have side/sub-quests within each adventure based upon other quests). Basically you must write the "script" for each quest.

I learned how to do this with Unity on a Udemy course. Been writing choose your own adventure stuff ever since. Is that where you got the idea?
 
@gametec
No, I used to read choose your own adventure books as a young kid, many moons ago. I also am in the process of converting one of my novels into an interactive adventure using the same software. Porting UO quests over just seemed like the next logical step. Creating the UI for it was the fun challenge.

@NoSkillNewbie
Thanks for the offer, especially as there are many others that could utilize those services as well, even for a small fee.
 

Active Shards

Donations

Total amount
$0.00
Goal
$1,000.00
Back