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Post by Tiger on Aug 20, 2015 20:48:55 GMT -5
Index[/a] | Update 2 | Update 3 | Update 4 & Sketches[/ul][/li] [li] Treeline[/a] | Update 1 | Update 2 | Sketches[/ul][/li] [/ul]
Since I'm coding yet-another Medieval thing and also jumping on the “scary overcomplicated coding things related to Medieval” bandwagon, figured it was time for a thread \ o / So a few weekends ago, I went to go see my friends and we played this board game called Tales of the Arabian Nights - basically it’s an RPG that uses cards and a board game and lots of prewritten scenario pieces. It was a lot of fun and because I’m a complete nerd, I was like “Hmm, I wonder if I could adapt this to Medieval somehow?” So. The Medieval Card Game is. Trying to be a thing 8D The game board so far (warning, parts look super-awful because my original sketches were too small and I had to come up with fixes on the fly >_< The way I’m basically thinking it’ll work: This is a multiplayer game, where each player runs a faction. Currently I’m sticking to original Medieval (...mostly), so the choices right now are House Jade (represent! \ o / ), House Stallion, and the Shadows - but I actually would kind of love if this was able to incorporate the expanded universe. I’m planning on doing cards for everybody - player characters, prominent NPCs, characters who appeared in the game, in fics, alive or dead, human or not so human - everyone. So long as I can make a decent move set for them, I intend to include them (more on the moves in a couple text chunks paragraphs) Each player gets a roster of five active characters, total, and as in the original metagame, people can be recruited to your faction. At the start of the game you’ll get to chose x number of characters from a deck of the faction’s starting members (which will include NPCs, possibly, though that’s a bit of a rip-off numbers-wise for the Shadows - unless I add Aldrich in there, maybe? I dunno, I’ll have to think about that XD), and from there, you can recruit peasants, merchants, and other NPCs from the recruitment deck \ o / Obviously since you can only have five characters, you can dismiss current characters from your House’s service, if they’re not pulling their weight >C My plan is to then send those characters to the recruitment field, where they can be picked up by other factions (for a price (Leif’s is currently one bird card; he is a simple archmage with simple needs)). As for how the gameplay works - I’m kind of fuzzy on some of the details as yet, but essentially - the game swaps between day and night, and during the day, the characters work on story cards, and at night they try to sabotage their opponents - just like in the original =3 Each character has actions available to them during the day and night. Day actions are probably going to be more interaction-focused (stuff like talking, investigating, fighting, etc.) The success and result of the actions you pick will be affected by the character in question’s skills, which have various levels (working a rough -3 to +3 scale right now; 0 is default for most skills, but for example Leif is -2 level politics, +1 level potions, and +3 level magic). I need to add more skills, and ohboy do I have lots of icons to draw, but what I’ve got so far: Magic Politics Quick Thinking Potions Alchemy Crafting - Smithing, Sewing, Building, and Cooking Language - High Courdonian, Low Courdonian, and Elvish Sneak - Agility - Weapons - Brawl - Wilderness Survival - Herbalism - Animal Handling - Strength - Charm - Observant Night actions, meanwhile, will mostly be directed toward harassing other players, or protecting yourself from them. Some night actions will mirror the game counterparts, but obviously for the non-player characters I’ll be Making Things Up, and will need to modify some existing moves anyway, especially since secret roles are kind of not a thing (so roles catering to figuring that out, ie Seer and Sneak, are getting tweaked), and for funsies I’m adding additional moves to some existing characters anyway. Like Scribe/Bookkeeper are going to get more to do, Leif has healing spells, I’ll probably give Ambrose a few extra inventions (gotta balance the power roles yo) that sort of thing. So during the day, a story card will be played, essentially the equivalent of the narrator post. I need to figure out more about how they’re going to work - I think some of them could spawn enemies, there might be a bonus to certain kinds of moves/playing certain kinds of cards, that sort of thing. They should also build the story, but I also need to figure out how to make that both somewhat coherent and not-plot-railroad’d. Statuses! Things from the story, from other players, and items attached to them affect the characters and their abilities. Most of them are pretty straightforward - if Xavier catches you being naughty, you get the Jailed status and can’t do anything until your release, if you’re fighting a gryphon and get injured you get the Wounded status and abilities like combat are weakened, if your character is friends or romantic interests (or possibly rivals?) with another character, both characters get some sort of bonus and (also can’t harm each other. Probably) (you build relationships during the day with what I’m calling encounter cards. Probably actions during the day and night can count in some instances as well, like healing and guarding and the like). Current Statuses: (obviously more will be added) Guarding Guarded Holding Talisman Crafting Poisoned Jailed Wounded Pulled Crafting Armored Item Bonus Friendship Romance Heartbroken Vengeful Still working out some things with items - like whether currency is represented by item cards or a separate number. Pretty sure many if not all cards will have various worth in major and minor currency and can be sold. Also adding pets (and mounts, though not sure whether or not those’ll be a separate category), including some canon animals like Ayleth, Freya, Duskglimmer, and Nutmeg, as well as some standard ones. Some items can be crafted, like keys, lockboxes, and dresses. And there are the canon items like archmage’s and magician’s spellbooks, the inventor’s toolkit, the heir’s broach, and the like - they’ll add moves or bonuses when attached to certain characters. There will also be a marketplace for Strategic Reasons, liiiike buying a new spellbook if Laurie nabs yours, and being able to use Morgaine and Rosalie’s lockboxes and keys, respectively, if the other character isn’t in play/is being controlled by someone stubborn. As for winning. Well. There’s points, like there were in actual metagame Medieval/factions, but how you earn them...uhm. I was considering points for pulling off individual actions successfully, but I’m wondering if giving quests you can draw from your deck, complete, and then drop ‘em like they’re hot on the field like “BAM I got these points \ o /” Soooo yeah - I’m excited, despite the complexity and the volume of work X’D I am...deeply worried, however, about how I’m going to make this game playable. It would be an insane task to write an AI in JavaScript, I’m pretty sure, and I’m a little afraid to try 8D I’d love to do actual multiplayer as well, but without a server to host everyone on I’m not sure how to make that work. The only idea I’ve had so far is that each person could play in their own window, and after completing a turn they can be given a code that they give to the other players to paste into a spot on /their/ page, and it basically interprets what moves the person did on the backend. Aside from the process of generating that code being kind of daunting, wow do I not want to make people have to copy-paste their moves. So, ah, thinking about how to handle that while I try to wrangle more of the UI and make more character cards \ o /
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Post by Tiger on Aug 28, 2015 22:06:33 GMT -5
Medieval TCG Update 1Finally, after like an hour of fighting with screenshots (in an amusingly appropriate twist, all of House Jade's images saved incorrectly and I had to fix them and then battle to the death with Photobucket to get it to reupload them) - updates! \ o / VisualI’ve made a bunch of progress on the layout, mostly in terms of shifting stuff around so I can fit more in without having to cram or shrink stuff. Any button you see with an angle bracket on it makes the current panel disappear and replaces it with a new one. It's a bit of an extra step to do certain things, unfortunately, but I think it'll be worth it to have everything spaced out a bit. I also added a few new sections. People on Skype already got a preview of the currency section, but here's the full Finances section, also including the faction chest, alongside the freshly-revamped card deck/hand area (...I didn't post what it looked like before, but that's because it was a mess - trust me, this is way better XD) Currency - Left to right, top row to bottom: Wine, Whisky, Gin; Runestone, Precious Jewel, Unusual Scroll; Diamond, Old Coin, Potent Amulet (each image has a tooltip so you'll be able to hover over it and see what currency type it represents). Each faction will have their own chest image, and each chest will have a unique image for the locked, unlocked, and opened states - to fully recapture the fear from Medieval =3 The one in the picture above is obviously (a preliminary) House Stallion faction chest. I’m also working on the Shop section, which is going to be...a thing XD There’s about four separate areas I need to design for purchasing any item. I would show the general town area (which also includes the recruits), but something broke and everything's squished, so I’ll have to fix that and show y’all another time. Which is honestly okay, it looks kind of cruddy at the moment, anyway XP Basic Game SetupSo the actual exciting news - the process of setting up the game up through you and your opponents picking your starting characters is done as of today! It’s easier to show rather than tell, so without further ado: ((Here’s where we start running into issues with the modal size and positioning (modals being the little white windows hovering over the grayed-out background); I’ll have to poke at it and see if I can make them more cooperative, ‘cause they're kind of a pain as they are.)) Other team rosters: (And yes, if you click the character names a preview of the card comes up on these rosters as well, but Leif’s the only one who has unique card data right now so XP Every faction wound up with exactly five starters on my first try, which is kind of amazing XD Thanks, Alain, Joff, and Aldrich for rounding out your factions =3 I’m thinking I’m going to up the max number of cards you can pick to five so people can do a plain ol’ canon-faction run if they want, without having to hope they get the right cards to recruit them all. The opponents randomly select their own rosters, too (random both in size and chosen characters, there’s literally no AI to it yet XP) Clarissa don't need ANBODY'S HELP >CAnd every faction gets ~color-coordination~ (Shadows, your colors are getting tweaked, I know this is hard to read) The buttons with S, I, and C on them are supposed to be Status, Items, and Crafting, respectively. Here Alain demonstrates the result of clicking one of those buttons (the card is only transparent because I haven’t picked a background for these cards yet (I'll probably do reverse color scheme since then I can be sure the colors aren't clashing)) ScriptingAll the cards are now written with a JavaScript function! ...It’s difficult to tell because I haven’t updated any of the character cards except for the names; all the other data is copy-pasted from Leif's database entry. all their moves But it'll be easy enough to fix once I have actual information to put in, I'll just be setting variables. Writing the cards with a function will make it much, much easier to do any tweaks on cards in the future, like if I add or remove or change the position of any parts of the card. (For the technically-inclined, I’m storing all the card variables in a big ol’ JavaScript object array I’m calling a database, for lack of the actual thing). Also - method objects are a thing! 8’D I can put functions in objects - this probably means I don’t have to create a terrifying database of every possible move ever, and it might actually make implementing special effects easier! 8D GameplayI’m pretty sure Quests are definitely going to be a thing in the game - I have a couple ideas that I think will be fun and it seems like a logical way to gain points, seeing as that was how it worked in the original Carricon-run game. More complex Crafting really wants to be A Thing >_> I keep thinking of ways to implement a system where you’d have to gather certain items to make potions and craft items and such, but I worry there’s too much going on gameplay-wise already, and I’d need to make sure I added some extra cost to spell-casting or that would get unbalanced. I’m thinking I might instate learning spells as a thing, or maybe something admittedly canonically-inaccurate but have the mages gather runes to cast spells. I’m not sure, and it can always be an element added to the game after everything else is done. Next on my list of things to do is getting those Status, Item, and Crafting panels working, swapping out the active character card (the big one with all the moves and text visible) for one on your bench (ie replacing Leif’s card with Jeniver’s so you can, y’know, select a move for her to do that night), and getting the store area set up. I also definitely need to put some thought into exactly how round cards are going to work and get started on those, start chugging out legit character cards, and as always, more art for all the things \ o /
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Post by Layla "Nimbus" Karimi on Sept 1, 2015 10:02:14 GMT -5
Clarissa don't need ANYBODY'S HELP >C This part made me laugh so hard XD Clarissa says she approves of this. Sure Rissa, whatever you say... (This game is looking awesome so far aaaah)
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Post by Tiger on Sept 11, 2015 18:10:46 GMT -5
Medieval TCG Update 2More game updates! ArtDid a few more statuses: Guarded - Talisman - (not happy with the colors, will adjust) Romance (Levels 1-3) Friendship (Levels 1-3) (Gonna tweak the romance/friendship hearts so they don't look as weird at the edges XD) A potential alternate unusual “scroll”... Based on the headcanon of the Shadows’ Unusual Scroll being dollar bills Tony brought with him from the future ShopsSo I finally fixed the issue with the UI and now the shop area works, yaay! I also got the brunt of the shop code done. Technically I did that twice, I wound up rewriting the entire thing the day after I coded it so I was calling fewer functions and could write my code a little more cleanly. Refactoring yaaay \ o / I used the Braham-Dylas Trust as an example (it’s good practice to use real data in your code whenever possible instead of just placeholder junktext, after all ^^ ) - obviously any art is theoretical and subject to change at Shinko and Maddy’s whim (Though I may have to split the shop into two? Depends on some backend functionality I still need to sort out). Hmm well Shop and Shop don’t look promising, and Shop is just too weird, so I guess we’re going to the Lock and Key Trust… (the little arrow on the right of the pane will be for sliding to more shops) What do you mean "this looks a little like a Neopets shop", that middle image is definitely not going to be some kind of shop picture or anything, those are LIESWhen you click an item to buy: Autopay doesn’t work yet, my thinking is it’ll just pay in the highest units available from the highest currency type(s) available. It’s obviously hard to show in screenshots, but immediately after typing a number into any of the boxes, the “paid” and “change” amounts update. Once you put in enough currency, the button to buy activates and allows you allows you to, well, buy! (For those curious - on the backend, everything is converted to subminor values, calculations are done, and then everything is translated back into Major/Minor/Subminor-style) Once you've confirmed your purchase: A screen to collect your change, in case you don’t want all your money to be in Unusual Scrolls for some reason =O I’ll probably set this to default to the highest values of a player’s faction’s currency in case people don’t care what they get. (Ugh, that “All set!” message isn’t supposed to be showing yet, code why XC ) Gimme a diamond, game. Jades are all about the shinies 8D Currency before, and then currency after: This updates as well, both on backend and in front =3 It even tries to put the action in your action log, aww. ...I’ll have to look into why it’s writing the name twice, ‘cause that’s. Weird. Status, Item, and Crafting PanelsChucked some statuses, items, and crafting stuff onto Leif to show off how the panels work: Status symbols are, as ever, a work in progress XD There are tooltips, in case an icon isn't obvious/you forget what it is: But if you want to see more details, you can now click on the “Statuses” button, and… Full information on Leiflet’s statuses! We can also dig through nerdmage’s satchel: And rummage on his desk for what projects he’s working on and has already completed! (a little birdy tells me numbers of things may be important for quests, so it may be important to know what that number is ;D ) (Non-craft-ing characters may get a different panel to keep track of stuff like this, or I might tweak the panel as a whole to make it a general logbook instead of just logging crafts.)Sometimes writing these summaries of updates helps Tiger find new issues, and she re-codes things so you guy will never know except when she tells you anyway \ o / We can now paw through Leif’s journal of countable actions and no doubt some Kirin-related material we can blackmail him with.Because Leif’s lame he only has things like number of spells cast and potions brewed, but obviously there will be all sorts of actions recorded behind the scenes, like number of people guarded, spy-victims, jailed folks, etc. (Leif in fact has the same table of countable actions as everyone else; the javascript just doesn’t write them to the panel unless the number of times the action was performed is greater than 0) Item CardsLet’s mosey on over to the deck area! (That shiny new “View Secrets” button will bring up a panel that stores stuff like secrets you buy from Fred and the discoveries made by people like Jeniver and Lu) (I mean, it will once I code that <.<) So, the code now creates a deck and draws a hand of seven cards for you at game setup. You can also draw cards, though of course the system needs to turn that button off when you’re not allowed to draw XP There aren’t many item cards at the moment so there is a lot of repetition, but that should go away once I start adding a bunch of cards in earnest (and now that I’ve added a delay to the ranumgen function. Ugh, time-seeded random number generation!). There are a few different types of items - at the moment I have: useable, good, binding, pet, equipment. Usable items are - wait for it - usable by your characters, and include things like medicine and keys; goods are regional items (Andesine Citrus, Jennet Furs, Rindfell Coal, etc) and are meant to be sold for money; pets and equipment can be attached to your character to give them a bonus; and binding items are items like bread and talismans. There’s technically another category of item cards, gifts, of which there are two varieties, friendly and romantic. I wanted to distinguish different types of item cards on sight - however, the way I wound up doing this, uhm, do not look quite the way I imagined XD Currently they look like this: Left to right: Useable, Good, Equipment, Pet, Binding, Romantic Gift, Friendly Gift Little things on the bottom are icons for things you can do with the item - Sell (the stack of coins), Gift (the blue and green present), Use (the stupid arrow, need to find a way to icon-ize “use”), Equip, and/or Open (the blue thing on the bottom of the gift cards, clearly that needs a better symbol as well). (The stuff in the image boxes is snarky text that will appear on a tooltip on hover, because it’s not Medieval without the snark (some of it doesn't quite fit in the image box, though, oops)) They’re very. Ah. Showy, I guess XP In all honesty I kind of like it, but I also feel like it might be a bit too much of a departure from the more subtle colors elsewhere in the game. So I also tried keeping the gradient to the top of the card - that leaves the issue of what color to make the rest of the card, however. Like here I just did Jade to match the faction but then I wonder if that blends too much?I dunno, thoughts? Leanings more toward one than the other? UI/UX design/color theory is definitely not my forte XD Next UpI’m getting nervous about handling variables for moves, so I’m probably going to start on that very soon - essentially I need a screen to show up when you select certain moves so you can specify things like “Who is Clarissa going to try interception on?” and “Who should Lucinda send this gift to?” and “Which item do I want to attach to this character?” Also I keep almost forgetting about it but I do intend to make the Sell function a thing, probably after I finish a couple more things with the basic shops Started work on the lockbox code (which wound up meaning I needed to spend like an extra hour this morning fixing the shops a third time so the code could pass info about deliberately packed lockboxes - don’t change your variable names, kids), and that’s coming along, ish. And more arts and more cards, of course \ o /
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Post by Tiger on Nov 10, 2015 19:18:25 GMT -5
Medieval TCG Update 3So uh. Where were we? 8’D Backend Stuff - Let’s get the stuff you guys can’t see out of the way first! Biggest thing is that I rewrote the currency database for each player to make them easier to access; basically I had to do things like write if-else statements with nine possible values (one for each currency), and when passing information like player payment I had to pass it all nine currencies even though most of them were 0. It was kind of a pain, but it’s better now (except where a few things are broken, but hey, that’s always the way of things with coding). I’ve also started on some semi-behind-the-scenes move stuff, and tweaking things in the character database in a tentative start toward move actions. It’s...coming along XD You can see a little bit of that later, but not uber-much just yet. Cards - I’ve finally gotten my rear in gear and started customizing the character cards so everybody’s not just a clone of Leif, hooray! \ o / I’m kind of jumping around at the moment and basically working on whoever I have ideas for and/or who I’m at in the faction documents, with the exception of trying to work on most of the mirror roles side-by-side so I can keep their mirrored...ness. It’s not quite perfect just yet - I don’t think I’ve changed anyone’s recruitment requirement, and some characters do need additional moves (like Ambrose needs some small inventions as a counterpoint to Leiflet’s healing spells, or I need to remove said healing spells), but things are...coming along. My apologies if I haven’t gotten to your character yet - doesn’t mean anything personal, it just depends what faction/role document I have open and how cooperative my brain is being about getting move ideas XP I’ve also started churning out a bunch of item cards - thank you people who gave me regional goods to use, and/or wrote things I could swipe from the Wikia! These cards are also super-easily editable, so if I misnamed/typo’d/misunderstood/Development Happens and something changes/you hate my flavor text, they can be fixed really easily ^^ And instead of listing every single thing here in a spoiler box or something, because trust me, there would be a lot of text, I fixed a bug I was having on my View All page by annihilating some code/functionality that wasn’t working - so if you click this shiny text, you can view all the character and item cards in the database! \ o / Again, not all the cards are done, so if you have comments, I’d prefer they were directed toward the names, flavor/descriptive text (you can view flavor text on the items by hovering over the card's broken image - unless it's a Goods card (orange top), as those cards have the flavor text in their gray box), and stuff like “Tiger I don’t know what that image at the bottom of the card is and couldn’t begin to guess what would happen if I clicked it”, because I promise Alain’s not going into the game knowing healing spells and you won’t be able to buy gemstones for the same price as a bundle of furs or a bucket of limes XP I initially wrote a crapton of stuff to describe all the new functionality I’d added - but it was taking eons to write and was going to take even longer to get the screenshots - so I made a video instead \ o / (Make sure to turn the quality up to 720 or you won't be able to read anything - dunno why it's not doing that automatically even though I told it to 8DDD) What’s Next - More moves, more setup screens, more usable items! After that, probably moving on to things like equipping items, as well as the general character inventory and how all that’s going to work.
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Post by Killix on Nov 13, 2015 14:36:04 GMT -5
Almonds, so romantic. <3
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Post by Tiger on Dec 29, 2015 20:59:25 GMT -5
Medieval Communal Family Tree/TimelineOkay, so - not Medieval TCG-related, but still code. Still veeeeery much code 8D Medieval TCG's still going, don't worry, I just had this thing on my mind and wanted to see if I could get this to work instead. In short: it's a thing for making a (hopefully eventually communal) timeline/family tree thing. In long, here's a video (again, you'll want to turn it to a higher quality setting. YouTuuuube!): I don't know if this'll actually be a communal solution or not, it depends on a couple things, but, I figured it couldn't hurt to throw it out there ^^ EDIT: ...Also, wow, I'm super-dumb and totally forgot this was my original plan, but - if this is something we use as a community, I'll add a page or window or something that has a form people can fill out to add a new character or event, and it'll auto-generate the code and put it somewhere where it can be copy-pasta'd into the document or PMed to me or whatever. Good job, me 8D
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Post by Tiger on Jan 5, 2016 23:36:39 GMT -5
Medieval Family Tree/TimelineSO question for you guys 8D (there should be a better update soon, changed my mind on how the family tree should work partway through writing the code and I'd like to finish that before making another video). Basically, I have a bunch of information you can add to the database right now (I wrote the form today and everything!), but I wanted to run it by you guys to make sure I'm not missing anything obvious or that you'd find useful but I didn't include. To start with, here’s all the current information that goes into a character's database entry: - First Name
- Last Name
- Former Surname (nee/maiden name)
- Writer
- Birthday
- Death date and cause
- Biological Parents
- Adoptive Parents
- Relationships
- With whom
- Is/was it a marriage? A dating relationship? Is/was it neither of those things (ie a one-night stand?)
- Date they began dating (if applicable)
- Date they married (if applicable)
- Children from this relationship
- Is this relationship still going? If not, when did it end and how?
[li]Notes - Just. Random notes. You could put a link to their Wiki page here or note that the year you picked for something is just a range, or. Y'know. Whatever. [/li][/ul][/spoiler] (Just a note that dates can be input as Month, Day, Year, Month and Year, just Year, or season and year. Or not at all, but I don’t recommend that if you have a vague date in mind.) The information here is enough for the code to extrapolate grandparents/kids, aunts, uncles, cousins, siblings, niblings (nieces/nephews), step-siblings/kids, and half-siblings. Rough of the family tree and character info area; the info on the right will come up for whatever character you have selected, and obviously will actually, y’know, have legit information and not just blank spaces and a timeline of Cateline’s birthday =P (also obvious fake dates and obvious ficticious Jamie partner and child because I needed to get the tree to that level of depth \ o / ) So, with that - is there more information you guys would like included? I’m considering adding some appearance information (probably modeled after the roller info, but I’m open to other fields if you guys have ‘em and I’d leave them as open text fields so they don’t have to conform to the values there), but am still waffling on it. If you guys have other ideas, though, I'd love to hear them! EDIT: So far, suggestions from Skype include addition of a middle name and an alias (or multiple aliases), both of which can be added ^^
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Post by Tiger on Apr 17, 2016 21:59:25 GMT -5
*brushes off thread-dust* Treeline - Medieval Family Tree/TimelineSo yeah, there's been a lot of updates on this crazy thing. Like, uhm, I named it "Treeline", which I've just realized is a thing I never said here XD I've been reporting changes on the Medieval chat because there's a live site I can just point them to when there're updates, unlike the Medieval TCG, which needs screenshots/recordings to share anything. Anyway - Treeline is mostly working as intended, though there are still bugs to fix and features to add and things to fine-tune, so I'll still be at this for a while yet XD But the biggest holdup for a while now has been the fact that adding six-hundred-ish characters to the database was uhm. Not a task to be done manually while retaining sanity (even the loosely-condensed, low-fat version we provide on the NTWF). So I spent a while writing a parser that basically took the code exported by PFA's family tree program and rewrote it in the format my code uses. Which...is easier said than done. Waaay easier said than done. Lots of super-fun bugs like people marrying themselves (a bug I've actually had before in the regular Treeline code), birth and death dates never being processed because I never actually told the code to move to the next line while trying to get them, the three times I had to fix the code trying to put things like "stillborn", "child" and "infant" down as death years... Good time 8D It took so long it practically ascended 5ever into 6ever territory, but I finally did get it finished and now there are an only slightly terrifying 749 characters in the database. \ o / There were some things that didn't come over, like adoptive relatives, relationship intricacies, characters' owners, things like that (I did go in and manually fix the adoptive relatives, at least). Uhhh also I added the ability to include multiple fics for births, deaths, and romances at some point. I kinda lost track of that one during the parser craziness. Also, I created a Trello board for this project (as well as one for the Medieval TCG). Basically it makes it easier for me to keep track of bugs and new features and such than the Google Doc, and easier for anyone looking at it to see what I'm working on/will be working on/have already done. I like it 8D My only regret is that there's no way for anyone else to add to it without creating and account and having me add them to the board, buuuut that wasn't a thing people were doing on the Google doc so I assume it's an acceptable loss XP Medieval Character RollerNot really any updates to functionality yet, but I am super-duper-slowly starting work on adding some regional differences to select from so that the results have some more consistency to them. Basically: "this region is known for people with dark hair and skin - probably the roller shouldn't be throwing translucent redheads?" It probably won't take very long to do it once I have some time to sit and focus on it. We'll see how much I eat those words later 8D
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Post by Tiger on Jul 9, 2016 17:40:38 GMT -5
Oh yeah my code thread =O Lesse... Character RollerI made those updates I promised! It turned out not to be as tricky as I was afraid it might be when I was logic'ing it out, at least once I separated things out into two categories. I tried to clean up a bit of the current code, though it could use a bit more of it. It was kinda fun to get back into that code and play around with it. And is not helping the vague idea I have that I could build a parent roller 8I TreelineALL THE BUG FIXES! Except not, because there are still more bugs. But mostly at this point it's just adding new features, so I'm pretty happy with that ^^ It's gotten to be something I know I, at least, can use while working on stories, and it's fun to see mentions of other people using it as well. Medieval TCGSo uh. This is the main reason I'm making this update 8D I went back to consider trying to wrangle the moves again and...well. I was coding this well before Treeline, and since then, I've actually learned a lot about how to get these crazy JavaScript-database programs to work, not to mention I have a better idea of how parts of the game should be running now that I've, y'know, coded part of it once. ...It is also ugly as heck, super-cramped, and Foundation's modal windows are driving me insane 8D So. I'm gonna recode it. I don't really have much done yet, and I can't even show you what little I've started because Dropbox decided syncing files between my computer and my work computer wasn't actually that important. I'll be dealing with that on Monday, but in the meantime...uh, have some sketches? Obligatory apologies for my handwriting and disclaimer that these are in no way guaranteed to make it to final cut XDD New player area - the sections on the left and right would expand into the middle when clicked on so there's a little more space Shops - mostly the same as current, this was partially a "scribble down some logic" idea - one of the issues with current!TCG is that buying things is kind of a mess, especially the change section. Oh, 'Woo, the change section X'D ....And for funsies, want some comparisons between sketches and final UI decisions on Treeline? And a preview of maybe some shinier stuff for the not-at-all-ugly-as-heck relationship section of Add/Edit Characters? Trying to figure out a symbol to use to link to a character's adoptive parents from their biological parents, and vice-versa. Icons are not my forte, as you can see XD | Final look of link to biological parents Final look of link to adoptive parents |
...Clearly I'm super good at figuring out what things will wind up looking like 8D Cateline modeling the Family Tab in sketch mode and final code, because, obviously, when you think of Catey, you think "family!" 8D And new Relationships editing display. What is this, neatness? Order? More detail?? Bigger images can be found in this Google album here: goo.gl/photos/t7pCjSHnAUo95rZK8
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Post by Tiger on Jan 11, 2017 13:25:14 GMT -5
Realized the other day that my old Advent Calendar game was also hosted on GoogleDrive, so now it doesn't work at its original location, either =C So I moved it over to Weebly as well - cpmtiger.weebly.com/files/theme/NTWFAdventure/index.htmlLol then Weebly broke everything so have this link instead - cpmtiger.weebly.com/ntwf-adventure.htmlI spent more time than I care to admit starting a recode of it to make everything on the back-end neater, but there's not really much point to it since it's already functional on the front end and I'm not really planning any huge changes. I did tweak one or two things in the present-delivery messages, finally named those faerie cats, and I might go on a general typo-run at some point, but mechanics-wise, everything should work...fingers crossed =P
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Post by June Scarlet on Jan 11, 2017 14:28:51 GMT -5
So not to complain, but it's kind of hard to play the Troll's avatar guessing game at the river when the avatar displayed is a broken image. cpmtiger.weebly.com/files/theme/NTWFAdventure/index.htmlI feel bad pointing it out, because you still put a lot of work into this, but yet, I figure you should know, especially since there's no way to get out of the game once it's started except to refresh the webpage and start everything again. Sorry, thank you for your time.
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Post by Tiger on Jan 11, 2017 14:42:20 GMT -5
June Scarlet, oops, that is a problem. Lemme go check out what's causing that stupid troll, get outta my code!EDIT: Okay, fixed. Apparently Weebly didn't understand what I meant when I told it to upload the images folder, rude 8I
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Post by Liou on Jan 11, 2017 15:25:37 GMT -5
(I accidentally tripped into the game and am currently battling the bakery 8D)
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Post by Kyn on Jan 11, 2017 22:28:57 GMT -5
Meanwhile, I'm stuck trying to think of a common theme for a dinosaur, a robot, and medieval characters =P
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