RPM: Beta features update

Re: Another Quick Easy Feature

RRakis said:
Just an idea for when making a character
What about automaticly adding all the features that everyone can already use. Like Jump etc to the character when it is created.
You'll find that actually covered in the tutorial.
When you choose a "Skill" action, a list of all possible skills pops up. This includes both skills that you have ranks in, and untrained skills - covering your full set of options.
 

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smetzger said:
Hi Luke,

I think you should fix your BDE installation issues for the beta release, e.g. a real install of the BDE instead of local to your program. So that we can run other BDE programs while your program is running.

*:> Scott
Hi Scott,

I remember this one. My rationale was that I didn't want to over-write any current BDE installations, on the basis that versions and features might change.
This is game software, and I didn't want to possibly interfere with anybody's commercial software.

I'll have to think a bit more about it. It's a shame that full and proper testing of possible external side-effects would take more time than I really have available, but I understand your need !
 

Pre-beta combat tutorial

Thanks to those who've already responded to the call for pre-beta testing. I'm finalizing the tutorial walkthrough, and preparing the download.
I'll e-mail you all as soon as the download is available.

I've decided that a read through the tutorial will give anyone a keen insight into what RPM can do for them, and how it can make your game flow with the best possible computer assistance. So, even for those not involved in the pre-beta test, a preview of the tutorial here

The combat tutorial is at the heart of why I started RPM in the first place, and I'm hoping
that the pre-beta testers can tell me how well the vision is fulfilled with the current
format.
 

Luke said:

Hi Scott,

I remember this one. My rationale was that I didn't want to over-write any current BDE installations, on the basis that versions and features might change.
This is game software, and I didn't want to possibly interfere with anybody's commercial software.

I'll have to think a bit more about it. It's a shame that full and proper testing of possible external side-effects would take more time than I really have available, but I understand your need !

Borland says that if you use an authorized install program that this is not a problem. I have two BDE shareware programs that have been in circulation for over 3 yrs and haven't had any reported problems.
 

Cleric Domains

Hi,
The problem is the program is so ***** big, you can wander around for ages playing with this function or that, and after a while you get to assume that it contains EVERYTHING!! I didn't think to look at whether clerics could be assigned domains, I just assumed it did:o Sadly you are a victim of your own success:D

The Cleric domain thing I regard as important, the templates option I have heard talked about and 'how useful' it is, but I have yet to see anyone using it!

NickT
 

Re: Cleric Domains

nickT said:
The Cleric domain thing I regard as important...
NickT

It is important, and it is there.

Check out the "Classes" in the Creature window. Next to level, there's a button that typically says "(none)".
When you look at a Wizard class it becomes "School", and when you look at a Cleric class it becomes "Domains".

You simply press the button to choose Domains or a school.
This did seem like the obvious place to have the button.
 

Campaign management with tree-view

Probably the weakest feature area of RPM is not providing general campaign management facilities.
The closest you currently get is a comprehensive adventure building capability, which is not the same thing.

I've been toying with a feature that provides a general notes management facility.
It allows you to create a tree of information, storing text and pictures, with word-processing capabilities.
It's fairly comparable to MyInfo, or the codex of DM's Familiar.

In it's infancy stages, I was able to copy and paste the free ENWorld "DaemonForge" setting in about 15 minutes, complete with history, timeline, locations, strongholds and maps.

There's all sorts of add-on features that could go into this, but I'm not sure I even want to include the feature at this stage. I'm supposed to be nailing down the feature set for release 1 of RPM.

On the other hand, there could be a great demand for a capability like this.
Let me know! :)

Regards,
 

Luke, while I didn't sign up for the beta testing yet, I have been playing with your last release. I really would like a comprehensive data (campaign) storage function, although I have just used the adventure building area for it so far. Once again, can't wait to see an upgraded version.:D
 

Hmm...
Interesting. How much work would something like this be to add to RPM? How much would stabilty suffer, how much would RPM 1.0 be delayed because of it? If the answer to the last question is "about a month or less", the I want it!
 

New campaign management features

Cergorach said:
Hmm...
Interesting. How much work would something like this be to add to RPM? How much would stabilty suffer, how much would RPM 1.0 be delayed because of it? If the answer to the last question is "about a month or less", the I want it!

Okay. The answer is "about a month or less", and stability would be unaffected. I've already got quite a few "yes please" responses, so it's in.

What I'll definitely do is to put in basic functionality. Throwing in lots of add-on features can happen over time, with subsequent releases.

What I've already done can be viewed in the newly redone screenshots available at http://www.enworld.org/roleplayingmaster

Regards,
 

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