PlaneShift Quest Engine / Design Interface
This document may, initially, be a bit haphazard and disorganised seeming. My apologies if that turns out to be the case.
I had compiled PS for the first time and the server running with all maps loaded on about the 7th Feb '05. So, one week later, these observations cannot be considered to have been made in the light of in depth knowledge of the underlying mechanics of game engine. However, I am a skilled programmer and have been involved in RPG since around 1985 so I am hoping that my observations will have at least that much insight into what a good quest design should incorporate.
Because there is no existing documentation on how to use the quest engine, I will precede each set of comments with an overview of what is currently on each page of the PS web server console. Some of this, hoppefully helpful, coverage of the web server console functions is obviously going to be tentativbe, since I have only had 8 days to play with it myself.
Suggestions on improvements to the CVS and/or functional or designer implementation are noted in blue text.
Initial Server Setup
See here for further details on how to setup your local PS server beyond the details in the ./docs folder.
The above instructions are probably already out of date and inaccurate in their detail and the structure and data for table planeshift.sectors should almost certainly be updated in the CVS on a daily basis, as should just about every other table that contains non quest data.