I'm working on a plug-in that has tentatively been named, "Utian Village plug-in."
Pretty boring name, heh, but it's a "working title." Anyhow, it adds 1 village to
the game(of the same name, though that will stick), 2 outposts, a dozen or so new
missions/quests, and the possibility of helping to create a few new shops across the
fruited plains(possibility meaning you have the choice to help or not, heh).
Some things still being worked out that may or may not make it into the plug-in is the
ability to ransack and destroy a "village" (not really a village, but I don't want to
give too much away, heh), work a "job" to earn money(albeit slowly, so most people
wouldn't go to the trouble to make unlimited funds.. probably just do it if they need an
extra couple hundred to buy a product), and possibly other things I haven't thought
of yet, heh.
Thus far I'm about 5% done. I've got flow charts and sketches and plotlines all
sketched out, 3 npc's written, and the first mission almost completed.
I estimate 3 weeks for this project to be completed. May be more, may be less. Just
depends on how much time I have to work on it, and how quickly bugs get killed in
Coldstone(heh).
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For one thing, none of the quests I make will show up in the quest window.
Yep, they do not work for me either. Hopefully this is a bug and not an inaccessible
feature for the POG plug-ins. If not you can work around it if you have an
item-related quest(ie, you have an item and need to go do something).
IE: if you send a player on a quest to get the magical papyrus so that you can use it to
roll the cannibus of creation into it to make the jointus liberalus but you are unable to
add it to the quest log, and thus if the player forgets where he is supposed to do he
could be lost a long time and get frustrated. What you can do is create an item called
"a mission scroll." In its description list the quests description as you would list it in the quest book. Then when the quest is given add the object to the player's inventory. When the quest finishes put a conditional in that if the player has the object it is removed(so that nothing bad happens if they just drop it).
It's a kludge, but better than nothing if what we want to do isn't possible.
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Shoot 'em with everything you've got. If anything still lives, shoot 'em again.