Thanks for all your responses, guys.
I've had a play with getting a simple system for a QfG game from the simple AGI Studio template. There's just one room and one hour counts as a day. When it is night, a grey screen replaces the blank white one, and depending on the section of the hour, the menu command Time/Day gives different responses.
I've made it so that when the game starts, you have a menu with options to create a new character, restore an old game or quit. Typing "new character" takes you to a selection of Fighter, Magic User, Thief. The selection here sets a flag that denotes the character type through the rest of the game.
Next, you're taken to the attributes sheet (different for each character type) and by typing the name of an attribute you can add five points (and the appropriate amount is taken from the available 50 points). When the available points are used up, the player goes to the first and only room. In the inventory are the specific items for their character (i.e. lock pick for thief) dictated by the character flag. A menu option shows a text screen character sheet, displaying all the attribute variables. Another menu option displays a text screen for spells, with the mana points they use and the character's abilities in them.
If "fight" is typed, the player goes to the fight screen. Very simplistic graphics represent the character and the enemy. Three keys are used for dodge left, dodge right and thrust. On the left are displayed the health and stamina of the character and the health of the enemy. The enemy moves randomly, and if you strike while he is in his "neutral" pose he loses a health point, and vice versus. Thrusting uses a stamina point.
So there you go: a simple representation but I reckon it is possible to have QfG in AGI, but you have to be wary about changing the picture for time of day. I might make what I've done available for download if anybody wants to have a play with it and see if they can develop a game.