I’ve been sick and stuff recently, so I haven’t worked much on PonyQuest, but I have been slowly but surely chipping away at the UI for StoryQuill. The script editor is now in! Don’t expect PonyScript syntax highlighting or anything, but hey, you can totally type stuff in and it almost saves properly.
I think eventually I am going to have buttons you can click to help you construct PonyQuest statements, though. Like, you click some sort of “give item” icon button and it gives you a list of all items in your story, and you pick “red balloon,” and then StoryQuill fills in
* giveitem "red balloon"
But that all comes later, if at all. I really, really gotta get the basics in first. I’m possibly just a few days away from having StoryQuill actually let you make rudimentary stories!
Well, except for the Stage editor. That’s going to be by far the most complicated thing in StoryQuill. Whereas the rest of this is all just reading and writing data to and from text files more or less, the Stage editor is going to have a nice interface for you to draw out NavMesh polygons and place Actors and Props. I’m not gonna have you, like, type in the X and Y coordinates for every Actor and Prop, much less every vertex of every polygon in the NavMesh. That would be silly!
But yeah, that is going to be the hardest part by far, and I’m not even 100% sure that you can, like, dynamically draw lines over an image using WPF. But I sure will try!