Launch Quest

Quest Customizations

Customizations are one way Quest makes game and simulation authoring easier. If you choose a version of Quest that is customized for a specific simulation domain or game genre, the customised version of Quest will:

  • Replace general terminology with terms that are easily recognised by people familiar with the domain.
  • Make appropriate configuration choices.
  • Remove options that do not apply to the domain.
  • Design the interface to facilitate the most common development tasks for the domain.

What Quest customizations would you like to see? Please contact us with your ideas and suggestions. Currently planned customisations include:

Emergency Management Training

The EMT customization will support the development of simulations that teach effective decision making to emergency management responders. EMT simulations focus on training high level emergency personel to communicate well with other emergency departments, each other, and outside agencies that volunteer or are recruited to help.

This customization allows you to easily create single or multiple emergency incidents with a hierarchical player organisation chart that can be changed during the course of the simulation. This customization makes it easy for trainers to develop all kinds of simulated scenarios both to teach and to test emergency managers.

Customizations
  • Support for multiple players organised according to an organization chart.
  • Import geospatial data to create maps.
  • Visually add incidents such as fires and chemical spills, and weather conditions like wind and storms.
  • Outline success milestones and give points base on how actions meet or partially meet those milestones.
  • Record player communications for later analysis, whether they be text, audio or video communications.

Strategy War Games

SWG are turn-based games where players to control units and make strategic and tactical decisions in order to defeat an enemy. Throughout the course of the game a player may gather resources, build bases and other building, do research, develop new technology, and direct offensive and defensive units. Each player takes a turn, with each of their chosen actions requiring a certain number of turns to complete. After each turn, the state of the game changes according to the results of all previous actions taken by any players.

Customizations
  • Turn on and off a hexagonal grid with optional labels
  • Use termonology common to war games
  • Check metrics to ensure balanced maps.

Real-Time Strategy

RTS games are similar to strategy war games, but with continuous rather than turn-based play. The player makes strategic decisions about units, resources, building positions, and research and development, with each action requiring a certain amount of time to complete.

Role-Playing Games

In RPGs, players assume the role of a character. Each player chooses a name, appearance, and starting characteristics for their character. Throughout the course of play, the character can grow and develop based on changing statistics, with the player deciding how they want to improve a characters performance. RPG games feature non-linear game play with the possibility of multiple endings.

Role-Playing Strategy

RPS games combine the non-linear game play and character development of RPGs with the battles and tactical decision making of RTS games. In RPS games, the player controls a character or group of characters, with special emphasis on how battles are fought.