March Update
over 7 years ago
– Thu, Mar 09, 2017 at 09:47:23 PM
Hello Backers and followers.
We are closing in on a massive beta release which will include the feature library, equipable inventory, automated spells, template triggers, and a whole lot more.
There's a lot of work left to do to close up the bugs, and outstanding UI issues, so let's just jump right into the thick of it!
The Feature/Rules Library
The Content Library includes Maps, Creatures, Items and Handouts -- common items a GM is likely to access during game play as well as while setting up.
The Rules Library contains (WIP, needs icons and some additional functionality) Features, Spells, Properties, and Triggers -- tools predominately used to set up a game or rule system between sessions.
To help explain some of these concepts, I've asked Leonard to join us...
So Leonard is suffering from a bit of an identity crisis and looking for some companionship. In order to help him we're going to have to define his character a bit better.
Enter the Rules Library! We're going to look at Rules that help us define Lenny so he's able to find the perfect mate... or snack.
Below you will see a list of Features which are used to define our earst while dragon. These are general rules which can be programmatically altered by number of hit dice, class levels, creature size, or by various aspects of a creature's character sheet.. The point of Rules is to provide abstract, on-demand elements. I've gone into this area a lot in previous updates so I won't delve too deep today.
The newest elements of the Features System is the attacks option. See the example below for a sample Attack Node set up.
An attack feature allows for setting up all of the various damage bits that are normally handled by the Attack Tab of a creatures character sheet. The advantage of the attack node, is that attacks defined this way can be attached to items, spells, feats, and traits to provide an entry on the attack tab describing the feature!
There are a few major bugs and obviously the UI is no-where near ready for general consumption.
However, with this attack configured, Leonard is starting to feel a little more confident! Bite for 2d6 + Str. Wait, what? Yeah, the current system mimics the existing D20PRO system so the 1.5 x Strength option isn't live yet.
That's where these changes really start to shine though. What we have above is the default Attack model which is "built-in" to D20PRO. Like other features, however, the Attack series of nodes can pull from your rules to provide additional options or completely different unique options!
Okay. so that's cool, but how do we use it? This is still being fully vetted, but here's the rough skinny on the 4 seashells, er.. 4 tabs.
- Features & Spells define a specific effect or collection of effects
- Properties define usage pools and containers for Features/Spells
- Triggers & Items define attachment points to a creature or the game world
Now Lenny is growing up fast and has gained his first spell and has a fairly substantial breath weapon! To represent these, we define spells. The breath weapon could be a Feature and still use the Spell/Ability decision to create an in game effect.
And while Locate Object is a very abstract concept, we add the spell as a container so we can track his per-day usage.
Since other creatures might have a cone of fire breath weapon, we built an abstract Cone of Fire spell effect and then remember that this is actually a supernatural ability and not a spell. Because features and spells are virtually identical, we can simply change Cone of Fire from Feature to Spell in it's definition and it'll switch to the previous tab.
UI wise, the purpose of the Spell tab is to provide a cleaner view of Features which are tagged as Spells.
Now let's define some properties for Lenny. Again these are more abstract than specific. Before looking at the next image, please keep in mind this is work in progress so to handle more than one attack I had to create a series of "attack #" properties. this should be fixed in the actual, eventual, release.
These properties act as containers for things and set up default values like Charge, Recharge, At Will and what not. Generally, the property containers shouldn't contain any actual definitions or associations yet.
That happens in the triggers and/or items!
So all of that comes together to give us the above panels. A trigger (actual name tbd) and item definitions allow us to attach a number of properties to a specific thing and then each property lets us attach one or more spells or features.
You can also use this system to create items which have more than one spell with variable charge amounts.
Again, the UI is crude and has some significant visual errors, but here's the an example item with charge values.
And in action!
Wait! Leonard! All you wanted was company but instead a cone of fire! Well, fortunately you're willing to have a like snack before your date.
While Leonard has his adventurer snack, let me go into some of the other bits and bobs that got the update and add during the last dev cycle...
List of February Updates
- consumable inventory Items via pools
- recharge properties
- reworked and rebuilt item drop and pick up flows
- massive changes to the player client to include
- player feature library access
- player controlled items and inventory
- player controlled pools/properties
- sync of player changes for traits, items and more
- player feature creation! - introduction of a new HTML5 engine in D20PRO
- update REST API to support additionally external app support
- continued work on Rules API in response to Feature Library changes (also close to release on this one)
- additional tuning of the new networking engine
- (html) updated srd integration and work on Paizo store integration
- D20PRO Live Server updates to migrate to SSL and enable remote logins (store related / world engine related)
- Integrated WebGL/Canvas tests -- successful!
- added Equip/Enable for items and traits
- added functional on-equip trigger for properties
- built the initial attack node library
- rebuilt the item data model from the ground up to support feature embedding
So what's next...
Next we fix a ton of bugs and update all of the new UI elements so they are more user friendly. There are also a few lingering not-quite-features-but-more-like-complicated-bugs items on the list, the complete list is as follows:
- Workflow refinement
- Rework creature sheet to allow "temporary" reflection of equipped/unequipped items actions
- Work with the web-app team (World Engine folks) to build a better node editor UI.
- bug fixes for saves, dice rolls and a few other core rules elements
- correctly attach the Rules API definitions to the node editor (under new UI)
- build out a full upgrade path for D20PRO 3.x installs to the new Feature Library/Rules Library enabled release -- i.e. upgrade campaigns
- release this sucker!
So yeah, a good amount of work to do, but this is what we'd like to call the home stretch. It's exciting, scary and has a lot of small parts to manage and resolve. Despite the flack I'm sure to invite, I still don't want to put a date on the release. We're working as hard as we can to bring it to you and the rest of the community; However, rushing to beat a deadline when there are still many unknowns to contend with is only inviting more aggravation for all parties.
When will you have the new and improved D20PRO? As soon as it's ready! Sooner if you want to try out the beta which will launch before the full release -- we definitely want folks to test, so please, please jump into Beta when it launches.
- owlbear
and now....
The Elephant in the Room
Right, so Mesa Mundi has this other, entirely different product that they've been sitting on for a long time (almost like they've been waiting for this kickstarter to resolve as long as you have). Well, the cat and software is literally out of the bag. MM is gearing up to launch a kickstarter for their new online RPG mapping tool.
You can jump straight to the preview by going here if you'd like or you can visit the landing page over here. I'm going to take a few moments now to talk about the app and where it sits in our ecosystem as well as give you a brief history to help folks understand our answer to the "Why now" question.
The Answer
As some of you may recall, a while back MM was not of D20PRO but only a fan. We met the Mindgene folks, brought hardware to their software and life was good. Then we joined forces, and despite some rocky times, life has still been pretty good -- just a little less hardware. Well, along the way, Mesa Mundi had been working on touch based software to build maps using tiles and such. World Engine is the child of that work brought forward into the current HTML5/Canvas arena.
World Engine is designed to be a VTT map creator first and foremost. The intention has always been to provide a set of tools that surround the table top -- be it physical or digital. World Engine does that. The software is designed to produce print quality maps as well as digital, VTT ready maps.
We did some poking around to find out how tile vendors would feel about such a tool and found that they were extremely stoked.
Back in GenCon we showed a sneak peak of the tools to folks who stopped by the booth and they were extremely stoked.
Still we sat on it, poked at it, and made promises to it,"one day you will have life." Well, that "one day" has come.
Due to a series of unfortunate events involving economic downturn, MM found itself with some extra hands in need of work but who have zero to no java experience. Rather than turn them away, we've handed World Engine to this group of close friends and associates and now colleagues to be the ones to bring this to the rest of the world.
In summary, the "Why now" is because not only is the time right, but the right people are available to do the work without causing significant distraction or disruption to our D20PRO project team. Not only are these folks people I trust completely, they are people who have worked with Mindgene and Mesa Mundi in various ways for a fair number of years. We've built a number of commercial applications for contracts as a team in the past and know how to work alone and in groups. All good traits!
Additionally, they are gamers who understand what our objectives are for building a better mapping tool. I couldn't ask for a better group to take over this project.
The bigger picture
Now, for the most part, we're keeping World Engine and D20PRO separated for the time being. But, as a developer, I want to make it completely clear that this tool set is and was built to be integrated into the virtual tabletop experience directly. When will that happen is unclear. It is neither part of the current D20PRO kickstarter nor is part of the World Engine kickstarter specifically. There are some "way out there" stretch goals that would include tighter integration, but they're intentionally out in the "Super Fund" range so as to not tempt/distract either team.
Unlike the D20PRO kickstarter, the World Engine kickstarter will not try to squeeze stretch goals into the go live timeline. Go live for World Engine will be clearly defined with even clearer objectives. Any stretch goals will reside outside the go live date and be features or services which are added after the core of the kickstarter is fulfilled.
Now, where the two kickstarters are similar is that the products are ones we're very serious about. Why? Well, mapping and playing on maps can be streamlined. Streamlining this experience is one of the major objectives of both projects.
In D20PRO we have a shift in the next development phase to introduce a polygon based map system. This is part of the design plan to build out free movement, hex and other grid style movement types. Additionally, we're already working on re-writing the items and creature token code so they interoperate with map markers.
World Engine at it's core is a polygon mapper. Freedraw tools in World Engine generate polygonal shapes which are then stroked, filled, or otherwise treated using the polygon data as a basis. This means that the technology within D20PRO and the technology at the heart of World Engine will be extremely cross compatible.
To broaden the horizon, World Engine will eventually offer API level access to it's map model allowing for external applications (including D20PRO and other VTT or campaign managers) to pull map data and operate on said data remotely.
World Engine and D20PRO will share an accounting system. Having an account on D20PRO is the same as having a World Engine account. We're still working on how purchase will translate between platforms, but generally we're looking for a method that this can happen cleanly.
That is already likely to be more than I should have said :P
However, you folks deserve it. Thank you all so much for your continued support and even for just keeping an eye on us over the years.
We're excited to have the chance to broadening gaming once again.
To stay up to date on World Engine you can bookmark: http://d20pro.com/world-engine
The D20PRO and World Engines team, signing out.
Oh, and Leonard says thanks too!