Re: [SLG] Jack-o-nine-tails
@stuntcock42 - is QSP really that bad? What I've seen from messing around with a couple other games in qgen makes it seem surprisingly straightforward (though perhaps at the cost of being somewhat limited in complexity)
If you want to create an Interactive Fiction game or an inventory-puzzle-based Adventure game, then the framework might be adequate. The big advantage is the automatic integration of a save/load system, which could be difficult for a novice developer to build by themselves. But there are a lot of downsides:
Let's say that you're trying to write a quick proof-of-concept game. Your interest lies in the artwork, the narrative, the characters, or the puzzles. The game will not have any complex mechanics. You consider programming to be an unwelcome afterthought.
In this case, QSP is fine (although there are English-focused alternatives which might be more amenable).
If your game includes a combat system, randomization, multi-language support, opponent AI, behind-the-scenes logic with hidden variables, or a non-solo development team:
use an actual programming language with a user-friendly IDE. Even if you need to learn the language from scratch, it's worth the effort - you can find lots of tutorials and sample code online, and you'll be adding a marketable skill to your CV.
It's worth noting that the Jack-o-Nine-Tails codebase is much larger (~2000%) than that of the average QSP game. Even after you factor in the godawful amount of duplication in the codebase, you're forced to conclude
"this platform is probably not appropriate for this type of game."