Most people take less than 30seconds to try a program. Loading a quest file is so unintuitive that it takes about 1 minute to figure out. Most people give up in the time frame and assume the program doesnt work. So nobody uses it hence nobody finds it. And yes thats what we all forget about it. For people to use it you essentially need to offer it bundled with quests already (renaming the custom quest 1st.qst) so people know the program works.
There's an awful lot of truth to this. It's not the reason people don't *find* ZC, but I think it's a big reason why it doesn't garner more of a following.
Two things would go a long way towards people sticking with ZC, instead of trying it and giving up.
- Instead of a ZC player and separate quest files, ZQ should generate a single executable that wraps the player and quest into one. This would make games click-to-play, and there would be no more "you have to use version X to play this particular quest with no bugs" nonsense. It would also make quests easier to distribute; just tell your friend, "Here, play this Zelda fan game I made" instead of "download this program, put this .qst file here, etc. etc." It may seem like a small thing to the seasoned vets on this forum, but as aaa2 alludes to, don't underestimate how small a barrier of entry has to be to stop people from doing something.
- To get more people actually writing quests, ZQ's user interface should be modernized. No more "hidden" shortcuts that nobody would know about without being told about them. All functionality has online doc (which should be accessible from the uI), tooltips/content assist where relevant, etc. The reason ZQ is "hard" at first (to me at least) is that you're just dropped in the editor, there are dialogs with dozens/hundreds of flags and parameters for various things, and little guidance as to how to get started.


