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[WOIN] WOIN Character Assistant, a character creation tool
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<blockquote data-quote="DesertDogSledder" data-source="post: 7279173" data-attributes="member: 6918564"><p>This warms the cockles of my heart to hear! It was really fulfilling to actually complete this program. My previous project was a simple program to roll random worlds using the Stars Without Number world generation tables--nothing nearly as fleshed out as this.</p><p></p><p></p><p></p><p>Thanks for catching this. I'll put this in the issue tracker and correct it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>I held off on those because they were a little more intricate than the other derived statistics. The category that concerns me is MELEE DEFENSE <em>only </em>because the skill system is open-ended. I couldn't feasibly take into account every possible weapon skill or unarmed skill, so generating it with no further input seems out of the question. Thinking about it, I could add an option in the Edit Character section for the user to select their preferred melee/unarmed skill for the purposes of MELEE DEFENSE. That could work! Sometimes talking it out really helps.</p><p></p><p>Regarding HEALTH, I might go with an average value for now.</p><p></p><p></p><p></p><p>This is absolutely correct and something I've been cognizant of as well. Inconsistency is a big UX no-no and I'm guilty of that with this program. It comes down to how I've chosen to handle the situations where the user is given a more open-ended prompt (selecting and removing skills, choosing a name, writing out a hook, etc.). </p><p></p><p>Honestly there's nothing stopping me from having both 0 and empty/blank input aborting and returning to the previous menu for those instances, now that I think about it. I was just concerned that I might run into some unintentional behavior if I kept the 0 thing.</p><p></p><p></p><p></p><p>This is a problem I have as well, but I wouldn't mind some suggestions on how to handle this. If you have the time, could you give me a mock-up output of what would be more clear to you? That would be awesome!</p><p></p><p>Hopefully some of these user experience quirks will be squashed when I can get a proper GUI built. After I correct these issues I'm going to take another shot at throwing something together.</p><p></p><p>Thanks again for your time and support, Morrus!</p></blockquote><p></p>
[QUOTE="DesertDogSledder, post: 7279173, member: 6918564"] This warms the cockles of my heart to hear! It was really fulfilling to actually complete this program. My previous project was a simple program to roll random worlds using the Stars Without Number world generation tables--nothing nearly as fleshed out as this. Thanks for catching this. I'll put this in the issue tracker and correct it. :) I held off on those because they were a little more intricate than the other derived statistics. The category that concerns me is MELEE DEFENSE [I]only [/I]because the skill system is open-ended. I couldn't feasibly take into account every possible weapon skill or unarmed skill, so generating it with no further input seems out of the question. Thinking about it, I could add an option in the Edit Character section for the user to select their preferred melee/unarmed skill for the purposes of MELEE DEFENSE. That could work! Sometimes talking it out really helps. Regarding HEALTH, I might go with an average value for now. This is absolutely correct and something I've been cognizant of as well. Inconsistency is a big UX no-no and I'm guilty of that with this program. It comes down to how I've chosen to handle the situations where the user is given a more open-ended prompt (selecting and removing skills, choosing a name, writing out a hook, etc.). Honestly there's nothing stopping me from having both 0 and empty/blank input aborting and returning to the previous menu for those instances, now that I think about it. I was just concerned that I might run into some unintentional behavior if I kept the 0 thing. This is a problem I have as well, but I wouldn't mind some suggestions on how to handle this. If you have the time, could you give me a mock-up output of what would be more clear to you? That would be awesome! Hopefully some of these user experience quirks will be squashed when I can get a proper GUI built. After I correct these issues I'm going to take another shot at throwing something together. Thanks again for your time and support, Morrus! [/QUOTE]
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