Development Update 4
The sheet looks messier, but more stuff works.
That’s the main summary of the last couple of months. But here are the general developments:
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The way Proficiencies work is changing to a more Pathfinder inspired system to make them more interesting and correct for the big differences in scaling per point between weapon proficiencies and the rest of them
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The Olfactory stat changed to ‘Intuition’ but I’ve now settled on the third perception stat being ‘Focus’ which will have more mechanical relevance
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Finally figured out how dodge should work: Dodging only affects evasion against attacks happening later in the round, also initiative (reactions) become important for making dodging effective.
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HP has been simplified, with HP no longer going below 0. Wounds are more like a secondary HP buffer with a scaling negative effect.
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Many parts of the website and layout have been tidied up and tweaked.
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Items and inventory is nearly working, just need to make the items modal and get the items manager working better (currently not updating the inventory state for copies of items)
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The Character Creator and backgrounds are gradually being expanded. Once the stat trades and item choices are on there it will be all ready to go
Still a long way to go until the character sheet is moving to Alpha testing, but it will happen in a matter of months now. Then the focus will be on content, refining the design and adding more of the additional features for the system.
I can’t wait to start working on the spinners for the skill checks, but I’m forcing myself not to rush ahead in development until more core stuff is working.
- Nye