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Online RPG App on the go - requesting feedback

Started by OnRol, March 15, 2016, 08:15:57 AM

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JesterRaiin

Quote from: OnRol;885572About the two invisible layers, what would you use the general one for?

Sorry, I didn't explain it properly.

My idea is that one layer would be available for the GM only, and one in case he wants to pass some information only for certain player(s).

As in:

  • Select GENERAL layer
  • Assign each and every player who is supposed to see it
  • Optionally: select whether underlying layers are visible to selected players too
  • Add elements, objects, enemies, traps, write notes - they are now visible ONLY for player who were selected to see this layer

Imagine a scenario where only one (or more) PC is allowed to see more than the rest of the group. For example, only he passed a listening check and now knows that there's someone behind locked door. Yet, its only his choice whether he wants to warn others about what he knows.

Or, a guy, who now uses different field of vision - he doesn't see metal enemies, walls, but "feels" body heat.

Things like that - a layer that'd work for all those guys with alternative perception.

Don't get me wrong, it's just an idea. :)
"If it\'s not appearing, it\'s not a real message." ~ Brett

JesterRaiin

Quote from: Shawn Driscoll;885427I refuse to use (...)

Blessed are those who have a choice. ;)
"If it\'s not appearing, it\'s not a real message." ~ Brett

estar

Quote from: JesterRaiin;885587Sorry, I didn't explain it properly.

My idea is that one layer would be available for the GM only, and one in case he wants to pass some information only for certain player(s).

But why a layer on the whiteboard? Why not just have notes with graphics that are only shared with certain players?

With Roll20 I can see that working with their their maps to account for players having characters that see things differently when you setup up battlemap. They kind of do that with dynamic lighting but that is more involved setup than making a layer visible to certain people.

JesterRaiin

Quote from: estar;885605But why a layer on the whiteboard? Why not just have notes with graphics that are only shared with certain players?

Same functionality might be achieved on many different ways. Which one is the best, and whether it's an idea worth pursuing is up to the devs. ;)
"If it\'s not appearing, it\'s not a real message." ~ Brett

Skarg

Quote from: OnRol;885572...
The hex-grid is required, yes. The Field of View is more of an adder than something really necessary but will be important in the future. Also, the idea of preparing the game from a computer seems not critical but nice, will think about it. But I'd like to know why is it important to run a game on the phone.

To me, mobile devices are incredibly fiddly to use for things like data entry. Having a full mouse, keyboard, and generous screen space make a massive difference to how easy it is to do things, especially something like text entry or laying out and manipulating maps. Laying out a dungeon, town, tavern or battlefield can involve a lot of detail. So I would not even try to run an RPG on a mobile device unless I had no other choice. With computers you can do other cross-application things easily, too, such as have a bunch of prepared text descriptions or pictures to quickly cut & paste to players. Maybe some people are UI wizards with their tablets, but I'm certainly not. And I was running RPGs on BBS's and chat systems back in 1990, so it's not like I'm squeamish... except when it comes to tiny devices, when I could use a computer. I'd rather set up my materials on a full computer using whatever, and then SMS/email stuff out to players on phones using non-gaming apps, than try to prepare game content using a game app on a mobile device.

Skarg

#20
Quote from: Shawn Driscoll;885449That's how a human fills in for a computer server that should be running the game. Why anyone would want to run a video game manually for other players is beyond me.

If I could lay out a location, and then have the computer automatically show players what their characters can see from where they're standing, that sounds like a pretty cool thing to me.

In fact, before I had ever heard of role-playing games (and when Pong and Space Battle were the only video games I'd seen, before the Atari 2600 came out), when I was maybe 8 years old, I invented a graph paper maze exploring game, which worked like shown above - the player chooses where to move, and I'd trace their field of view and draw out what they could see from there based on my pre-designed maps. So, for me this seems like an extra-cool thing, since that was my original inspiration to play these sorts of games.

estar

Quote from: Skarg;885753If I could lay out a location, and then have the computer automatically show players what their characters can see from where they're standing, that sounds like a pretty cool thing to me.

It does sounds cool and Neverwinter Nights (the BIOS version) did just that. But the problem is the 3D, it like problem with using Dwarven Forge terrain only way more limiting however visually spectacular. It just not practical to do 3D during a session unless you are doing what is a diorama of a specific location. A tile based Dwarven Forge layout (3D or face to face) is practical limit in my experience and still have the flexibility of the players go anywhere they logically can in a session.

The reason is because it is time-consuming, very time-consuming. For software you have to learn what a artist does in 3D Modeling. In contrast 2d imagery is far more abundant and much of it adaptable in that a person can use paint to alter enough of the image to get exactly what they want.

Again, I understand where you are coming from but with the fact I am programmer of 30 years who works in 3D Modeling (HVAC Duct System) I couldn't make it to work on an ongoing basis.

Skarg

Oh I agree there. I'm a programmer too, and I've also tried to make some settings in the original Neverwinter Nights... I did some stuff and discovered some tricks, but it was very time consuming and fiddly and limited in annoying ways, and then the D&D-ness showed me I couldn't relate to D&D enough to make anything that would play out in a way I liked anyway, so I quit.

But for the 2D tiles this app already shows, it would be possible to do basic 2D LOS and facing, limiting what tiles are shown to the players, and if it had a hex grid and could do facing and fallen bodies and equipment and I could write status notes, then I might actually really want to run it, because the computerized automatic field of view could actually add something cool to tactical combat resolution in GURPS.

OnRol

First, sorry for the delay!

Quote from: Snowman0147What platforms is this app going to?

For now we're going with a Hangouts app, so it's anything with a web browser that is not a mobile device. We're trying to know if other platforms would be vital.

Quote from: estarWhat the general idea for making character sheets?

With Roll20 it is HTML5 with a style sheet. With Fantasy Ground it is a custom XML formatted file. If I had to guess from the images you posted it looks like entry fields on top of an image of a character sheet.

At this time of writing we're designing it. We think it's possible to avoid code at all with a drap-and-drop-like custom editor.


Quote from: JesterRaiinSorry, I didn't explain it properly.

My idea is that one layer would be available for the GM only, and one in case he wants to pass some information only for certain player(s).

As in:
Select GENERAL layer
Assign each and every player who is supposed to see it
Optionally: select whether underlying layers are visible to selected players too
Add elements, objects, enemies, traps, write notes - they are now visible ONLY for player who were selected to see this layer

Imagine a scenario where only one (or more) PC is allowed to see more than the rest of the group. For example, only he passed a listening check and now knows that there's someone behind locked door. Yet, its only his choice whether he wants to warn others about what he knows.

Or, a guy, who now uses different field of vision - he doesn't see metal enemies, walls, but "feels" body heat.

Things like that - a layer that'd work for all those guys with alternative perception.

Don't get me wrong, it's just an idea.

Thanks for the explanation :)

Quote from: SkargTo me, mobile devices are incredibly fiddly to use for things like data entry. Having a full mouse, keyboard, and generous screen space make a massive difference to how easy it is to do things, especially something like text entry or laying out and manipulating maps. Laying out a dungeon, town, tavern or battlefield can involve a lot of detail. So I would not even try to run an RPG on a mobile device unless I had no other choice. With computers you can do other cross-application things easily, too, such as have a bunch of prepared text descriptions or pictures to quickly cut & paste to players. Maybe some people are UI wizards with their tablets, but I'm certainly not. And I was running RPGs on BBS's and chat systems back in 1990, so it's not like I'm squeamish... except when it comes to tiny devices, when I could use a computer. I'd rather set up my materials on a full computer using whatever, and then SMS/email stuff out to players on phones using non-gaming apps, than try to prepare game content using a game app on a mobile device.

Maybe a tablet would be nicer... only if it would have a keyboard plugged in! Do you see players playing your runned game from their phones?




We're staying with the LOS but it's something not to do on the first prototype  ^^'

Skarg

Personally, I'd want to run from a computer rather than a tablet. Though yeah you can attach a keyboard and mouse (much better for text selection cut & paste than any touch UI I've ever seen) to a tablet, but a small laptop is just as light and the keyboard is better attached and the laptop is more capable. If there were an app I loved that (probably due to mobile API restrictions) only ran on a tablet, it's possible I might buy a tablet for it to run on. I'd still prefer to develop most of my content on a full computer.

As for running a game with players using their mobile devices, yes I can see that being useful, and doing that, at least sometimes.

1. Players who weren't physically there (snack run or couldn't make it, or guest players, etc) could participate in stuff they otherwise couldn't, or not so well.

1b. It would also enable sessions running when no one can show up in person, or even running campaigns with no local players, or with no particular start/end times because you just keep it running, kind of like PBEM, but aided with this system.

2. Passing of notes could be done better than via paper notes, paper notebooks, or non-game-oriented chat/IM/text systems, if well-designed for RPGs.

3. Notes and other data could be stored automatically (e.g. combat replays?, keeping track of where loot ends up?), saving time taking notes, and increasing what can be saved/stored in case it comes up later, or just for fun and interest's sake.

4. The virtual map which can store pre-made location maps and at least some sort of ability to limit what the players are shown of them, could be really useful if it's good enough.

5. If there were good location editors or even generators (e.g. random outdoor location generator with parameters and editor), it would multiply the usefulness of 4).

So yeah, I could see using that. For in-person games, though, it'd be a trade-off wanting to show locations on devices versus laying out a physical battle map scene. Physical still has a lot of advantages. And I could see wanting to use a large screen or projector (cough - from a computer, probably) to show the map to everyone not on a fiddly phone. The ideal setup might be a tabletop monitor, though that's getting more like certain technology trade shows I've worked on, so seems pretty excessive for what most people have. There would still need to be a private GM computer to control stuff the players aren't supposed to see.