|
Post by hitokiri on Mar 29, 2007 20:03:10 GMT -5
So, I'm completing my BS in Comp Sci. I have a huge list of silly projects I would like to do.
One of them is creating an application for online DC play. I know there're several Real Time RPG programs out there like Screen Monkey, Fantasy Grounds, and Game Table.
Each inadvertantly focuses on d20 but boasts customization. Though not well enough for DC.
I was thinking of making an application to run DC games, and depending on how much time I can throw at it, make it truly customizable for other OS games.
I would especially implement play by email, on top of live sessions.
If you have feedback on what it should/shouldn't do, please let me know, as well as if you even think the idea is worth the merit.
|
|
|
Post by oversoul on Mar 30, 2007 4:10:34 GMT -5
Do I ever have some ideas! Butr unfortunately my time is limited this morning so this will have to be quick followed up by a longer post this evening. I have used two of those programs: Screenmonkey and gametable, and you are right they do not fit the indie nature of DC. The biggest things I see needed are the abilty to roll your pool that includes PDs and can handle their rules (for instant auto rerolling arcane dice). Plus be able to visually identify which are common and which PDs. Also being able to draft dice.
This is a great idea and I would love to see such an app. made. I for one know I would use it ALOT.
|
|
|
Post by hitokiri on Jul 8, 2007 12:16:09 GMT -5
Well, I've started DC Online.
My current goals are simply to create a text-based server/clients gaming environment. Then if thats received well, I'll move onto creating an actual GUI to help visualize what is happening.
Please post any ideas/concerns/whatever, so I can develop mindfully.
|
|
|
Post by oversoul on Jul 8, 2007 14:29:06 GMT -5
I can say I will recieve it well!!!!
My only comment at this point concerns power dice. I am curious if you have any ideas how you will handle them. I would suggest maybe adding away that allows a DM to create them specifically for his/her game.
|
|
|
Post by hitokiri on Jul 8, 2007 20:52:18 GMT -5
Power Dice are the biggest concern. Because they all act differently, and are customizable, its hard to just program something to encapsulate that.
I will have a way for a DM (Server) to specify what is available to the games. I'm more concerned about the mechanics of using them. I'll need to reread the rules really carefully to figure it out. I'm sure I'll have questions anyway.
|
|
|
Post by hitokiri on Jul 12, 2007 22:58:19 GMT -5
A quick update:
I have nearly completed the first iteration of DC online. I still have some significant obstacles to work through at the moment. What I plan on, is to release one version, collect feedback, and continue to develop based on that feedback.
As it stands now. A stand-alone server will exist, and clients will log in through the DC Client I wrote. There will be very little in terms of tools to help out at this point, which is terrible, but I'd rather do the tools everyone wants instead of the one's I think are useful.
I'm not as far into it as actually programming the game mechanics yet, and I'm still unsure how I'll tackle the problem. The more I program into the system, the more inflexible it becomes.
Specifically I am concerned about Power Dice. There seems to be, in a broader sense, only a few types of PDs. I can program in some of their actions quite easily, and others are a terrible challenge (Bluff Dice). I have to find a way to easily distinguish them and their actions to everyone.
I would like for anyone interested to suggest how they would attack that problem. There's no need to have any training in computers, just describe how you would 1) Describe what makes a PD. 2) How their are used. 3) How to allow them to be customized for every game.
|
|
|
Post by oversoul on Jul 13, 2007 5:41:43 GMT -5
I actually have given this some thought when you first posted. IN early version customized dice may have to be limited to certain types of PDs, such as the ones that are rerolled when a 6 is scored, other more specialized dice may have to added in in new versions or with plug-ins down the road as they are figured out. Bluff Dice may be one of these special codes.
In thinking about how you would go about doing it. I realized that alot would have to be based off of user input especially DM input.
For bluff dice, when the player/DM rolls they are given a real generated number and an input field where they may enter the number they wish to be viewed, if the Bluff die is drafted. The number imputed is then given with the draft along with the question to the appropriate player/DM So it would look like this on screen: CHARACTER X chucked 4 dice, a 3,4,5, & 6. CHARACTER X drafted the 4,5, & 6. CHARACTER X says the Bluff die scored a 6. Do you think that is true?(Y/N)
After the input is recieved the truth is revealed. This is different from what the rules say, but I figured to make the program function some changes will have to be made. The rest of the rules should translate well since they are basic IF....THEN statements.
Hope that helps
|
|
|
Post by hitokiri on Aug 9, 2007 22:29:51 GMT -5
Got a new job, sorry its been so long. I had planned to have a release by now.
I think I made a bad design decision early on. Or at least its making things difficult. However, I like the challenge and want to see it through.
For those curious, I made this a threaded application on the server side. The complications arise when the (DM) issues commands to affect all the other clients. They could be doing any thing because of it being threaded, so I have to synchronize them all repeatedly.
|
|
|
Post by oversoul on Aug 11, 2007 8:00:48 GMT -5
Anxiously awaiting...not much fingernail left!
|
|