PDA

View Full Version : Stetch Goals for FGU Kickstarter



Bidmaron
April 13th, 2019, 04:46
I thought it might be fun to suggest some stretch goals for the FGU kickstarter even though SW haven't requested it. I don't have moderator privileges, so I can't enforce the rules I'm suggesting, but I offer the following guidelines for this suggestion thread that basically echo what SW stated in their announcement video and the spirt of that announcement:
1. They have stated no localizations in the KS video (too labor intensive).
2. No stretch goal should jeopardize the December release date.
3. No sound for phase 1 (probably violates #2?).
4. No 3d graphics for phase 1.

Although I watched the video, I cannot remember any other absolutes they may have stated in the video, so maybe someone who has a better memory can reinforce the things they have already denied in their video.

So, I will add a few that I think would be in keeping with their mapping/graphics focus:

1. Improved portrait system, where DMs can share portrait libraries they have purchased similar to modules, and the ability to specify portraits that tie to moods you indicate in chat.
2. They postulated dice skinning as a maybe for phase 1 - why not make it a stretch goal with a few different skins at different levels?
3. An OnTime event that will enable all kinds of cool extension ideas, especially ones that tie the calendar to real time (e.g. shift role-playing conversation to one-for-one timing but drop to exploration rules for campaign time advancement when not in one-for-one mode [campaign time advances based on how far party moves]).

LordEntrails
April 13th, 2019, 05:28
- Ability to import a mask file (typically generated with an alpha channel type approach similar to how varicolor symbols in CC3+ are created) for dynamic map screens.
- Spell Checking (perhaps as part of an "authoring" mode)
- Animated tokens (even just animated gifs)
- Vanity/Custom game aliases
- Game Statistics service; Game statistics automatically generated like Doug's earlier proof, but built in or self-service online so that we can update the game statistics whenever we want (or each time the campaign is closed?)
- Map packs with DLoS and/or weather effects already defined
- FG to RTF similar to the tool Doug has made available on the forums (which I can't find the link for!)
- Player mapping tools; sufficient tools for players to create their own maps that the entire party can view and edit
- Colored pins and custom pin icons
- Community extension and module repository built-in with updater
- Updater where you can include/exclude products you own (and community extensions and modules) for update
- Multiple tabs in the chat window
- Customizable token Bag icons
- Theme Builder
- Ref Manual viewer app for phones and tablets

GavinRuneblade
April 15th, 2019, 00:33
If the campaign is using the new cloud hosting option in FGU, I would love to have my players have the ability to create or level up their characters while I'm offline, then when I log into FG I see the "you have an update" box and I get their updated characters loaded into my campaign automatically. Not sure if this would even be possible if they don't own all the books themselves, but even if they can't use books they don't own, it would be a cool thing.

LordEntrails
April 15th, 2019, 01:12
If the campaign is using the new cloud hosting option in FGU, I would love to have my players have the ability to create or level up their characters while I'm offline, then when I log into FG I see the "you have an update" box and I get their updated characters loaded into my campaign automatically. Not sure if this would even be possible if they don't own all the books themselves, but even if they can't use books they don't own, it would be a cool thing.
According the the first FGF, it's not cloud hosted, but rather a brokered network connection. So you're server will still need to be up.

Valyar
April 15th, 2019, 06:29
I would say a very good stretch goal is:

Up-to-date and detailed documentation for developers

Bidmaron
April 15th, 2019, 11:22
Microsoft can’t even do it for VBA. That would delay the release, and it is unsustainable going forward.
The only way to make that work is require you cannot spiral the next inprovement until docs from last are complete. That would kill the updates we get 3-4 times a year. I think they do marvelous just keeping the API docs mostly up to date.

BubaDragon
April 23rd, 2019, 20:21
- Scotch

DragonsDen13
May 3rd, 2019, 01:26
Last video I saw (which may be out of date now) showed the Dynamic Lighting to have no variables. So, as a stretch goal, I would love to see them implement the variables associated with lighting, such as torch range, darkvision (both 60 & 120 ft - with switching the map vision to black and white [wouldn't that be impressive}) and any other limitations that the different light sources can give to sight.

Frunobulax
May 3rd, 2019, 03:36
I know this has been sort-of addressed, but I am just staggered that with all the new updates and stretch goals, 3D maps and characters are not included as one of the goals, not even a simple isometric system. Seeing as how RPGs have been in 3D on computers since Baldur's Gate (OK, "2.5D"), I can't believe that even the newest version doesn't really mention it beyond the default stock answer to everything: "yeah, maybe, someday." Clearly Unity supports 3D very well - look at all the other 3D RPGs made in Unity!

Especially for a genre whose entire history is riddled with figurines and dioramas. Smiteworks, imagine how much money you could make selling character models and animations! You're leaving money on the table! When we have amazing 3D RPGs like Pathfinder: Kingmaker, Original Sin 2, and Pillars of Eternity 2, how can any modern CRPG consider itself up to date without 3D? Models and animations for sale by Smiteworks from all kinds of sources - created in-house, licensed, purchased, stock, player-made, and so on.

I just don't understand why the one single thing that would improve the atmosphere and appearance of FG SO much is really not even being discussed seriously. And that's just for player characters - imagine the gold mines that would be animated monsters, animated spell effects, animated weapons, and so on ("Buy the middle finger emote animation for 25 cents!"). If Smiteworks wants to grow and get rich, why are they just passing by such a huge source of potential income? Yeah, there would be some work, but 1) Unity is *designed* to work well with 3D models, if teensy indy developers can do it...how hard is it to import and animate some models, even if there was only limited support at first? I'm guessing Unity has tools that help that process a great deal. And 2) you have exceeded your goal by like 500% - why are we just seeing tiny little art packs as stretch goals? Want me to pledge a ton of money? Make 3D support a stretch goal! Are you people mad? ;-)

Zacchaeus
May 3rd, 2019, 03:41
You got your answer on the KS message board I think.

I’d also suggest it would be a totally unrealistic stretch goal and woul seriously delay the release.

damned
May 3rd, 2019, 03:46
There are so many possible responses to this and they range from technical to preference to the purpose of the kickstarter.

damned
May 3rd, 2019, 03:50
The kickstarter is not really about funding the development work - they have already done 85% of it.
Its not about adding stretch goals to the product - the product needs to be completed not pushed out by more features.

The kickstarter is about generating some hype and giving existing users a discounted way of buying the new version.
That is the aim of the KS.

As to 3d itself...
The Unity project is firstly about upgrading the engine so that more things are possible - in the future.
Right now it addresses a bunch of plumbing issues - networking, graphics, memory, platform compatibility.
The QoL feature improvements will be implemented over time - some at the start - many more over the longer period.
Im sure that 3d will eventually be an option.

LordEntrails
May 3rd, 2019, 06:05
Last video I saw (which may be out of date now) showed the Dynamic Lighting to have no variables. So, as a stretch goal, I would love to see them implement the variables associated with lighting, such as torch range, darkvision (both 60 & 120 ft - with switching the map vision to black and white [wouldn't that be impressive}) and any other limitations that the different light sources can give to sight.
I would assume any videos from the past that are not posted on the KS page are no longer applicable. They were all originally technology demonstrations, not promises of what would be in FGU (just what might be).


I know this has been sort-of addressed, but I am just staggered that with all the new updates and stretch goals, 3D maps and characters are not included as one of the goals, ...
;-)

For others to reference, the response from SmiteWorks to this question on the KS comments follows;


We have plans for 2.5D and 3D support, but not in our Phase 1. We do have Isometric grids in this phase. We don't actually create most of this content, though, we license it from companies like Paizo, Wizards of the Coast, etc. All the assets we get are still 2D, so we want that to be 100% solid before we start moving beyond that.

Tigon
May 3rd, 2019, 07:36
Colored map pins/multiple pin icons would be SO HELPFUL in Waterdeep