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  1. #431
    Awesome man. I wish I had the skillset to help code. Starting to learn the very basics.

  2. #432

  3. #433
    So, quick update:

    I am checking Savage Worlds' vechicle implementation and it really helped me a lot!
    I might be able to implement something similar (initially simple, but we can make it more advanced later)
    It gave me a lot of ideas!

    I am tackling some issues, so i will probably fix issues to make the module compatible with the latest unity, fix other reported issues, and then work on vehicles!

  4. #434
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    Quote Originally Posted by johniba View Post
    So, quick update:

    I am checking Savage Worlds' vechicle implementation and it really helped me a lot!
    I might be able to implement something similar (initially simple, but we can make it more advanced later)
    It gave me a lot of ideas!

    I am tackling some issues, so i will probably fix issues to make the module compatible with the latest unity, fix other reported issues, and then work on vehicles!
    You might check the extension for Starships for Starfinder.

  5. #435
    Quote Originally Posted by damned View Post
    You might check the extension for Starships for Starfinder.
    Ok I will... thanks

  6. #436
    Johnniba, That's the same Starfinder ship combat ext I sent you.

  7. #437
    Quote Originally Posted by Tiderian Prime View Post
    Johnniba, That's the same Starfinder ship combat ext I sent you.
    Ah yes and thank you for that.
    I checked the extension and then the ruleset itself, and it helped me to idealize how to make it work in genesys

    I will be creating a vehicles database, just like in that ruleset, one thing for sure is to make vehicles a party thing: a player can be an owner, but someone else may be using it, or even multicrew it
    I want it versatile: bike, car, giant spaceships, i love the idea so now i am trying to create the database

    After that, i want to make vehicles show in the party sheet, and do something similar from starfinder where you assign who is using what

    One thing i dont like though is having a separate combat track for vehicles: i will probably add vehicles in the same combat track, and i will have to test how that works (like it is in Savage Worlds)

    So i would say genesys will be something like merging those two ideas, and later, i hope, easy to just override a few things to make work on star wars

  8. #438
    I have started working on content from the Keyforge Secrets of the Crucible source book. I will be adding just the Items and NPC stats without descriptions as usual. As things progress in the ruleset I can add more later when they become more concrete.

    I can't wait until the next update. Just looking forward for it to be in a playable sate so I can move my content over from the old version.

  9. #439
    Quote Originally Posted by sevrick View Post
    I have started working on content from the Keyforge Secrets of the Crucible source book. I will be adding just the Items and NPC stats without descriptions as usual. As things progress in the ruleset I can add more later when they become more concrete.

    I can't wait until the next update. Just looking forward for it to be in a playable sate so I can move my content over from the old version.
    Awsome

    Yeah the update is taking me longer to work on, but i hope i can get it done soon

  10. #440
    Quick update:
    So I am currently working on the vehicle feature, and i am actually trying a simple solution:

    - we will have a vehicle database, which is similar to npc and items
    - each player will be able to have muiltiple vehicles, and they display in inventory (similar to savage worlds ruleset)

    - vehicles are kind of a hybrid, they are items, but players can pilot them, and also they can be dropped in the combat tracker, like pcs and npcs

    - Vehicles will be able to be shared... when shared, they show up in the party sheet, allowing someone that is not the owner, to use it.
    I am still working on this

    In order to make this work, i need to fix the combat tracker, i am still not happy with the way i did it, it contains too much of the old code, and i might try to rewrite it entirelly
    I need to fix it, since it is not interacting correctly with maps, and encounters

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