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Check back regularly to for updates.
After 3 weeks of PreBeta
testing, and 3 updates, I've recieved very positive responses.
I've also added some campaign
management features to RPM, and cleaned up a whole host of issues. This
is definitely the most stable, fast and feature-rich RPM has ever been.
Importantly, the combat module has been well received. It looks like I'm done with adding features for release 1, and also that I'm very ready for the Beta release.
Right now I'll await on any final bug reports to come in, along with the PreBeta questionnaires. It's also a great time to do the tutorial/help guide.
For a while now work has proceeded directly according to feedback. Check the "News" for the latest happenings.
The combat management system is currently being finalised for the beta release.
Recent work has included the ability to add magical effects to items, as well as some of the psionics material.
A question posed to the community regarding completion of psionics, and a PCGen import, has resulted in a strong general request for me to polish the core basics. So psionics and PCGen import is delayed as follows:
The current plan:
Automate and add some
user interface polish to the "Attacks" in RPM.
This first installment
follows on the heels of the on-line survey I
made available.
I'd like to thank everyone
who responded, especially for the many kind words and encouragement I recieved.
This was a very useful exercise, and I hope that those who responded will
see the benefits..
At this point it appears that people generally understand that the current alpha version is more a view of the functionality that will be available for version 1, rather than an indication of the final user interface, and ease of use.
Part of the survey gave you opportunity to say what you would change about RPM, and what you didn't like about it. I have condensed all of this into a work package for myself - largely to be done by the next release.
So, on to the findings
and outcomes:
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| Your Response |
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| Action/Status | You'll
find Profiles available in the next release.
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| Your Response |
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| Action/Status | This
is basically a question of on-line help, handled in the following ways:
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| Your Response | The data model is too obvious in the user interface. Need to hide some of the underlying, confusing fields. |
| Action/Status | This constantly improves. With so many types of information available in RPM, generic screens are used in early development, so that people can see what's available, and how it works. As part of a maturing process, specific interfaces will be used everywhere, more suited to intuitive use. |
| Your Response | To simply create creatures and print out statblocks, I want to be able to avoid the adventure/maps/groups material. |
| Action/Status | This
is largely addressed by profiles (above), where you can make RPM just show
you the bits you need.
A further enhancement (next release) allows you to work in a mode where you don't use adventures, maps and groups. You can elect (have a ready profile) to work in a way avoids this. Later, if you want to use your creatures in-game, or in preparation of a printed adventure, you'll be able to drag and drop them onto a map, group, and/or adventure. |
| Your Response | More consistency needed. |
| Action/Status | You'll
find this greatly improved in the next release, with on-going work
to take it further.
You'll find consistent use of an icon toolbar on the various screens. They'll commonly have a standard button to close the window, give you on-line help, dock or undock, generate/print a report, plus any other specific functions (such as "Level Up" on the character screen). |
| Your Response | Drag and Drop Everywhere! |
| Action/Response | This
is perhaps the singly most important thing
that can be done. Currently
you can drag creatures onto the map, and you can drag Items between locations
and creatures (or the Item types list, to create new items). The items
drag-and-drop should be working properly
next release.
In the bigger picture,
I do have a longer-term design for implementing drag and drop "everywhere".
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| Your Response | Use skins (instead of box windows) - they're fun! |
| Action/Response | It would be fun. Maybe next year sometime. Not at all sure. |
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| Your Response | I can't use the Jamis Generator behind a firewall. I want an on-line version. |
| Action/Response | Actually
if you can use your browser behind a firewall, you can also use the Jamis
Generator. Just go to the Configuration/Networking section and configure
as you would for your browser.
Also, you'll find a local
Jamis Generator in the next release, so you don't need an internet
connection anymore.
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| Your Response | I need to create SubRaces |
| Action/Response | Its
already there. Under the race description, you can enter the list of subraces.
You can also specify sub-race requirements action the Racial abilities.
This means that only certain sub races get certain abilities.
Just check out "Elf", as an example. You'll see how the sub races list is done, and why "Drow" get different abilities to other elves. |
| Your Response | Show the available classes and feats for my characters |
| Action/Response | You
are going to love the next release.
You'll find that I've now got a "Level Up" button and screen. You'll be presented with the complete class, feats and skills list, for levelling up. Everything will be color-coded (white = available, red = don't qualify, green= already got it, grey=got it even though you really shouldn't). You'll still have ultimate control, but you'll be asked to confirm taking things you don't qualify for. You can already create new classes and feats, entering simple qualifying expressions. They'll work just like everything else, and be properly color-coded. |
| Your Response | Show prestige class qualification. Make it obvious which classes are prestige. |
| Action/Response | Okay. Simple stuff. Next release. |
| Your Response | A Name generator |
| Action/Response | Maybe soon after release 1. If you use the "built-in" Jamis generator, you'll get names that way. |
| Your Response | Ability to create a halfling character. |
| Action/Response | You
can make a race a character class, just by checking the "Character" box
in the race screen. That race will then appear in the character generation
list.
Sorry I left them out (nothing against short people - really!). Fixed in the next release. |
| Your Response |
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| Action/Response | You
already can import in the "Jamis Import" by typing, or cut-and-paste.
This works for "Jamis Format", or you can simply enter a name and race to do a bare bones import/generate. This can be a fiddly area. If anybody out there has a "standard format" they'd like, contact me, and I'll address it. |
| Your response | Want all the monsters from the monster manual, and better explanations of the fields that are there. |
| Action/Response | I did
miss some. It's true. To be honest though, they're very much there, and
completion and tidying will probably happen during the beta phase.
What I can give you though, is a much, much more cleaned up version of monster descriptions, available in the next release. You'll find descriptions, attacks and CRs very much cleaned up. Still a bit of work to do with some racial ability descriptions. This is stuff that anybody in the community can do, without programming. If you'd like to help out, please contact me (I've got LOTS of programming to do). |
| Your Response | Want a treasure generator for random encounters |
| Action/Response | Maybe after the beta. How many others want this? |
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| Your Response | Improve
the mapper:
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| Action/Response | You
can already create your own custom tilsets.
It's just a question of editing a bitmap. The full tutorial is available here. I've already gathered a whole bunch pictures that could be readily translated into tilesets. It'll be a while before I get a chance to do anything with them. If you want them, contact me. |
| Your Response | Networking: In the future, make it playable for an on-line experience. |
| Action/Response | There is already an ActiveX control to start all this. It looks like it won't get that serious until after release 1, though. |
| Your Response | Ranges needed for in-game mechanics. |
| Action/Response | There is already a map targeting system with automatic range calculation. In the future, weapon ranges will feature for in-game combat mechanics. |
| Your Response | Template equipment types. For example, adding a new piece of armour creates required variables |
| Action/response | There
is already a templating system to create item variables based on the type.
What I'll do in the future, is have it automatically generate the modifiers from those variables. |
| Your Response | Need a way to backup/restore information, to preserve it between release updates. |
| Action/Response | I consider
this very important. I hope to complete it just after the next release.
It's part of a bigger issue, which is why I haven't completed it yet. Ultimately you need to be able to backup/restore things such as the following:
Whilst I'm in alpha stage
development, the database structure changes a bit from release to release.
This makes it a bit difficult, though I have plans to get around all that.
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| Your Response | I find managing an encounter list difficult, and I'd like an XP calculator |
| Action/Response | Good
news for you in the next release.
You'll find an enhanced Enounter management screen. This will give you the following:
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Well, if you've managed to make sense of my comments regarding all the up-coming changes (especially ease-of-use), chances are that you'll be quite excited about the next release. Expect it within about a week!
Till then...