Sneak Preview of new Turn Sequencer in BRPG v1.3

Non-bug comments, suggestions, and feature requests for BRPG and/or BGE
oleingva
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Post by oleingva » Thu Jun 19, 2008 4:42 pm

Okay, then I'm not sure if I know a system which uses this mechanic. Deadlands generally uses a system not all that different from D&D, once you break it down. The only difference is the scale of the numbers, and the fact that one can have and usually have several actions.

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Post by nortonweb » Thu Jun 19, 2008 9:21 pm

Yeap D&D and most RPG systems I've ever played work in an everyone gets to act once in some kind of order. Some systems have it slowest say what they are doing first, fastest last then all actions are executed but starting with fastest (I remembering playing this but for the life of me can't remember what system it was but then in my 25 odd years of role-playing I've played a lot of systems).
But most are one action per round (a round being when everyone has acted. ie players A, B, C, and D get to act in round 1 play E is surprised. All players act in round 2.)

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Post by Omnidon » Thu Jun 19, 2008 9:51 pm

heruca wrote:
Omnidon wrote:Well, I don't see why there's any reason using that method that you can't have unlimited values.
Since the phase charts won't be defined by an external text file created by the GM, I wanted to provide and easy on-screen interface listing all the phases with a checkbox for each, and you just click on the phases where you get to act/move. My concern was that if I have to support, say, 60 or 100 phases, the checkboxes would get too small, or force a scrolling mode that becomes a bit unwieldy.
If it's merely an interface issue, then you should have the interface update dynamically. Have like 12 phase boxes orso by default, then add a little + button that can be used to add more phases to the list. (Or add a new empty phase box automatically once the others have been used up.)

Resort to "unwieldy" scrollbars only if the list gets too long. Personally I find scrollbars to be much more practical than, for instance, the paging used by the preferences panels.

Hard-coded limitations should be avoided whenever possible, since you'll just kick yourself later when you realize you have to do a major rewrite to add new functionality.

Personally, I'd rather you move on to Flash support or BRPG v2, but if you're going to go to the trouble of making a good turn sequencer, you mayaswell go the extra mile and make it a great turn sequencer. ;-)

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Post by oleingva » Fri Jun 20, 2008 10:10 am

I'd be really interested in seeing what you've got thus far, heruca - it is easier to give feedback that way, too. I'm really excited about this release, since I hope it will give me several things that I've been missing ever since I started using BRPG. Maybe I can finally throw out that pad of notepaper during game . . . :D

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heruca
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Post by heruca » Fri Jun 20, 2008 10:55 pm

Hopefully it won't be long now until you can try it out for yourself.

On the one hand, I don't want to give away too much by posting screencapture movies; I'd rather you see it all at once and say "Cool! Look at all the stuff this can do!", than to show you pieces here and there and when you finally get it, it's like "Meh, I've seen this all before".

I'm sure I'll get some useful feedback from you all once it's released and you've had a chance to get "hands-on" experience with the new features. BRPG v1.3 can be just a base to build on in future updates.
:arrow: Please help spread the word about BRPG and BGE, and never hesitate to tell me how I can make them better suit your gaming needs.

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Post by oleingva » Sat Jun 21, 2008 10:47 am

Alright, sounds great to me! :mrgreen:

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Post by heruca » Mon Jun 23, 2008 4:25 am

OK, oleingva, you win. :)

Below are links to a short preview video of the Turn Sequencer Setup Wizard that I've been working on for the last couple of weeks. This Wizard is where you decide all sorts of things about how the Turn Sequencer should work, what data it should show, and how it should show it. The video below shows only Step 3, but it will have to do, for now.

Although the video has no audio, you'll basically see me setting up to run a GURPS game, and what I'm doing is pretty self-explanatory.

See the video in QuickTime format or see the video in MP4 format
:arrow: Please help spread the word about BRPG and BGE, and never hesitate to tell me how I can make them better suit your gaming needs.

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Post by oleingva » Mon Jun 23, 2008 3:02 pm

Heh, I gave up, and then I won! :lol:

This looks really promising - though, calling it turn sequencer almost seems wrong, since it can do so much more . . . Still really looking forward to seeing the finished product.

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Post by heruca » Mon Jun 23, 2008 3:25 pm

oleingva wrote:though, calling it turn sequencer almost seems wrong, since it can do so much more . . .
True. You could say it's also a Combat Manager now, but the [C] hotkey was taken. :)

I think the old Turn Sequencer was only useful in combat situations, but the new one is potentially useful all the time.
:arrow: Please help spread the word about BRPG and BGE, and never hesitate to tell me how I can make them better suit your gaming needs.

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Post by ursus » Mon Jun 23, 2008 3:35 pm

Thanks, for the little preview video, Heruca.

I'm really looking forward to this new turn sequencer. Even if my group goes backwards to a real tabletop, I can easily see using this to just stay organized as a GM.

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Post by heruca » Wed Jun 25, 2008 12:55 am

Some new info to share:

The Turn Sequencer Setup Wizard is 5 screens long for games without turn phases, and 7 screens long for games that need to support turn phases.

You can step forward through the various screens, of course, but I've also just added the ability to step backwards through the various screens, in case you changed your mind about something and want to go back and change it. No sense making you start all over from scratch.

Saving and loading of Turn Sequencer settings is now working, so it's a snap to switch over from, say, a D&D game to a Champions game.

I'd estimate that work on the new Turn Sequencer is now about 80% complete.
:arrow: Please help spread the word about BRPG and BGE, and never hesitate to tell me how I can make them better suit your gaming needs.

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heruca
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Post by heruca » Mon Jul 07, 2008 2:29 pm

Work on the new Turn Sequencer is now about 90% complete. It's now working with real unit info (before it was just using mock units) and is being dynamically updated whenever necessary. The Turn Sequencer can also be moved and resized, and it remembers these settings between game sessions. It's starting to all finally come together.

Now to tackle the dreaded "last 10 percent".
:arrow: Please help spread the word about BRPG and BGE, and never hesitate to tell me how I can make them better suit your gaming needs.

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Post by webdancer » Fri Mar 26, 2010 4:35 pm

This is pretty cool. I like the idea of being able to play Car Wars over a network setup.

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heruca
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Post by heruca » Fri Mar 26, 2010 4:52 pm

Welcome, webdancer.

Have you seen this forum thread?
:arrow: Please help spread the word about BRPG and BGE, and never hesitate to tell me how I can make them better suit your gaming needs.

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