Think of all the things that items do. All of the exceptions to the exceptions that magic items may have... That would not be easy to code.
Think of all the things that items do. All of the exceptions to the exceptions that magic items may have... That would not be easy to code.
That was just an example. I just personally don't want to see Fantasy Grounds waste time on character development and focus on the improvements only Fantasy Grounds can do. Let the character generation be done in the other programs.
Or better yet, focus all the character development time on getting Unity done earlier. Then you and the whole community won't have to waste quite so much time handling all the 'I can't connect to Fantasy Grounds ' problems that occur an average of about three times every single day.
Don't worry, we aren't going to try to turn FG into a character builder. We are only doing the easy features that can borrow heavily from existing code. Originally, I wasn't even going to add levels for abilities, but then John added them to the U/I and they had to be filled in. It took me about an hour to tweak the data to fit and then we are sitting at the 5 yard line to get abilities by level copied over.
Effects would be a gigantic rabbit hole.
Not that we really need to share at this level of detail, but here are the other ongoing development items:
- I've taken over pretty much all of PAR5E development from Zeph to support new products in the store and conversion of the Pathfinder splat books.
- I handle most of the customer service issues, final release and pricing of products, newsletters, integration with Paizo and new contracts/reporting/business stuff.
- Community devs are working on adventure paths for Pathfinder and all the other 3rd party products
- James is working on tools to speed up reviews and our pipeline for getting stuff into the store -- as well as reviewing new products.
- Maintenance of any modules created by Zeph have been moved in-house and shifted to other community devs.
- Zeph is focused on FGU dice and networking
- Carl has moved into images for FGU - focusing on 2D stuff first and basic image controls
- John circles around between ruleset and engine updates and FGU. He popped over to fix some minor bugs in FGU just recently and will spend some time on our SVN architecture to relieve some of the burden of us moving stuff around that community devs work on.
So, in summary, we have Zeph and Carl nearly 100% devoted to FGU currently. Most of the current engine and ruleset stuff John does flows into (or will flow into) FGU or we don't do it.
While we understand you have no need to fill us in(as you pointed out), I am sure we all enjoy that snapshot in effort. Thank you, sir!
Well, I wouldn't want you thinking we are just sitting around playing video games all day. :)
In fact, I pre-ordered/Kickstarted Torment: Tides of Numenera and have yet to fire it up!!!
Don't remind me. I keep buying games I don't have time to play, and they sit on my desktop and taunt me while I work.
Cheers,
JPG
Between Fantasy Grounds and my recent World of Warships addiction, I didn't know there were even new games coming out!