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todo.md

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These are categorized roughly in order of skill / tool levels required.

Research

  • Kingdom Death Monster: Scripted v2 - check out how it handles manual

Simple but grindy

In-TTS

  • Put official 3-digit ID # / map # of each item in its description (e.g. ID: 123 or ID: A2)
    • if ambiguous (e.g. blue vs red designed items), add something to disambiguate the nonstandard one & document in spreadsheet
    • if no official ID, create one in spreadsheet and describe what it is

Out-of-TTS

  • Make spreadsheet of info of all contents.
  • Item cards (partially complete)
    • 3-digit ID #s (incl. for items w/ more than one copy)
    • text (corrected w/ errata if any)
    • corrected (boolean) (whether this has been updated with errata from original version)
    • FAQ / errata text (except parts that are edited in)
    • broken down item effects, e.g. column 'heal' value 'self 3'; column 'other' for anything left over
  • Terrain tiles
    • ID: map coding symbol(s) as below
    • name
    • full rules paragraph, including FAQ / errata
  • Map tiles (always in canonical orientation, text of map ID is right side up)
    • ID (e.g. A2b)
    • type - wood ("man-made wood"), stone ("man-made stone"), cave ("natural stone"), or earth
    • orientation - horizontal (bottom of hex is flat) or vertical (side of hex is flat)
    • contents, starting from top left corner, using coding system below
    • Example: A2b
      • ID: A2b
      • Type: ice
      • Orientation: vertical
      • Contents:
        (leading space for readability)
           W-  W-  W-  ]W-  W-
        [W| .   .   .   .   ]W|
           .   .   .   .   .
        W|- [w- w-  w-  w-  W|-
        
  • Scenario maps, using coding system below
  • Mapmaking key:
    • Meta:
      • (space) hex separator
        • number of spaces and beginning / end of line spaces are non-semantic, use as desired to make easier to read in fixed width font
        • order within a given hex is non-semantic, e.g. ]# == [#
      • (newline) row separator
      • [ outie tab
      • ] innie tab
      • - half-hex high
      • | half-hex wide
        • |- quarter tile
      • . zero-hex high (for placing features between hex edges)
      • : zero-hex wide
    • Terrain type:
      • everything assumed to be passable floor unless designated otherwise
      • obstructions (blocks walking and LoS/ranged):
      • W wall (total)
      • w wall-floor combo (e.g. where straight walls bisect a tile)
        • includes all hexes with any wall in them
      • TBD obstacle (blocks walking but not LoS/ranged)
      • TBD difficult (2 movement)
      • TBD hazardous (permanent half-trap)
      • $ lootable
      • ^ trap
      • / door (including fog)
      • > trigger (e.g. pressure plate)
    • Features (variants; combinations w/ stuff above)
      • TBD altar
      • TBD armor (helmet, goggles)
      • TBD book(s) (bookcase [obstacle])
      • TBD bottle(s)
      • TBD boulder
      • TBD bones (skeleton, skull)
      • TBD cabinet / chest (treasure [lootable])
      • TBD coin (stewn coins, purses; token-type coin [lootable])
      • TBD coals (hot coals [hazardous])
      • @ barrel
      • TBD column (rock column [type: cave])
      • + crate ([obstacle])
      • TBD crystal ([obstacle])
      • = drain
      • TBD fountain ([obstacle])
      • TBD gas cloud (poison gas [trap])
      • ! light (lantern, torch)
      • TBD nest
      • TBD pit (dark pit [obstacle], spike pit [trap])
      • TBD pressure plate (bear trap [trap], pressure plate [trigger])
      • TBD rubble
      • TBD sarcophagus
      • TBD shelf ([obstacle])
      • TBD spikes
      • TBD stairs (ladder [0-width])
      • TBD stalagmite
      • TBD table
      • TBD totem
      • TBD tree (wood pile; stump [size 1 obstacle], full-size tree [adjacent obstacles)
      • % vegetation (planter; bush [obstacle], log [difficult], thorns [hazardous])
      • TBD water ([difficult])
      • TBD weapon (mace, dagger, sword)
      • ? other
        • e.g.: C1a ??? spotted thing; C2a net; C2b chain
    • Scenario coding:
      • P player starting point (door symbol)
      • a A b B c C monster spawn points. a, b, c = 2p, 3p, 4p; lower = regular, caps = elite
      • (numbers 0-9) progressive unlock codes.
        • 0 is the initially revealed state. 9 is the scenario (successful) conclusion state.
      • (multiple numbers) unlock states in which this is visible. When entered / triggered, any states not yet revealed become revealed.
        • E.g. all sections of map that are revealed if door 1 is opened should be labeled with 1. Door 1 itself should be labeled /01 (since it's visible by default and triggers visibility of section 1).
        • This can also be on triggers, e.g. label a sub-goal card as >01 to indicate that that sub-goal is visible by default, and triggering it spawns / makes visible all stuff labeled 1. Or on a pressure plate, or whatever else...
        • Note: these numbers are for coding purposes, and won't always line up exactly with the scenario description.
      • Monsters:
        • TBD ...

Unlock coding example - ItU scenario 3

There are 4 different zones due to doors, which should be coded 0-3. Two doors are labeled "1" in the scenario document, and scenario text. Those two doors, and the tile with the "1"-labeled scenario text, should all be additionally coded 5. So clockwise from top left, the doors would be coded as /015, /02, /235, and /13.

The scenario goal can't readily be map-coded, so label the scenario goal tile >09, and the conclusion, reward, & transition tiles 9. The scenario goal tile will automatically get a button attached to it (to trigger when complete) that will reveal the scenario completion content when triggered.

Full scenario coding example - Main Campaign Scenario 1

Assets:

  1. Tile of scenario name and requirements (not goal)
  2. Tile of scenario goal
  3. Tile of scenario introduction text
  4. Tile of text labeled as part 1
  5. Tile of conclusion text
  6. Location 2 map tile
  7. Party Achievement: First Steps tile
  8. Treasure chest 07

(todo)

Layout

  • Add modifier decks to each class
  • Items & city board:
    • put all city-type items into a lockable holder on the city board, separated out to individual cards (for easy search)
    • have a separate unlockable holder for reward etc items, again searchable
  • Remove duplicative / redundant help objects (after description-based help has been added)

Blocked pending data-based info above for auto generation

  • Lay out scenarios (improve ItU, do others)
    • use entry point tokens
    • use special spawn-point & type-per-player-count tokens so scripting can take over spawning, randomization, etc
    • put bottom edge of map at bottom of board as possible
    • put monster stat sheets, ability cards w/ mats, monster modifier deck w/ mat above map
    • put element tracker to the side of map; delete the round tracker piece unless the scenario calls for it

Content

  • Scenario board layout zone labels (e.g. title, goal, flavor text, rules, content, maps, etc)
  • Tutorial for new players to run through setup & main scenario 1
  • Cloudify assets from pigneedle, mapmaking, etc, and re-import
  • Componentize FAQ, put bits where they belong, remove from FAQ object
  • Fix map tiles that are reversed
  • Fully re-import & spoiler-minimize scenarios - 1 object per scenario, not per page (i.e. you don't see parts of the next scenario that happen to be printed on the same page in the book), & smaller file sizes too
  • Modify items that have errata, mark with a symbol to signify errata'd (e.g. euro? dagger?)
  • Reminder tokens for abilities, statuses, etc (eg shield, retaliate, jump)
  • Token background for 'immunity to X'
  • Split map/tokens & tools sidebar into 2 pieces
  • provide button for mod player to toggle tool zone invisibility
  • Mat:
    • battle goal
    • character sheet
    • class envelope
    • more item slots (level 9 = 4 + more-item gear)
    • equipped item slots - char level requirement (max items = ceil(L/2))
    • clarify 2 handed / 1 handed slots (can have 1 2h xor 2 1h)
    • non-equipped item deck
    • personal quest
    • scenario kill credits
    • summon minis

Scripting

Basic

  • Horizontal & vertical grid-setter tokens - just set grid to that state when put on board, put the right state in the scenario bag
  • Slider for board darkness
  • Button to replace spawn point & type-per-level tokens with monster of correct type
  • Element board: end-of-round button to increment counter and decrement elements
  • City board: add toggle buttons to the board to
    • upgrade/downgrade to prosperity level X (default 1; 0 should also be an option, eg for variant campaigns)
      • upgrade: take them from bag, place in appropriate section by type
      • downgrade: remove them from the city board (not elsewhere) into the bag
      • show/hide above buttons (default hide)
  • Map:
    • make prosperity progression track clickable (but pretty, not checkbox buttons)
      • mind FAQ caveat about possibility for temporarily demoted progression
    • expose read/write of progression level & prosperity level
    • make map tiles clickable (to show completion)
    • expose read/write of map state:
      • scenarios list:
        • states:
          • unlocked
          • available (unlocked and requirements met)
          • current location
          • failed
          • completed
        • linked from / to (i.e. skip road event)
        • unlocked by (3-digit card # if applicable)
        • requirement conditions

Advanced

  • All-in-one weather / background / theme controller
  • Button to replace terrain tokens with 3d model of correct type (including flooring, walls, etc), with variation for aesthetics
  • Character & party saver / stager (like Sky Tools Stage, but for the non-board player content)
  • Mat:
    • draw/shuffle modifier buttons
    • tap/untap items if present
  • Make all side tables work (hide & store objects while not in use)
    • make remote to control them; see e.g. GRID table
  • Show/hide toggle buttons (copy from e.g. the GRID remote):
    • help texts
    • map/tokens sidebar
    • tools sidebar
    • gloomhaven city
    • unlockables
    • tuckboxes
    • map
  • End of Round button:
    • element board
    • shuffle monster abilities if pile has a shufflable
    • shuffle modifiers if pile has a shufflable
    • flip ID tokens back to number side