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[WOIN] WOIN Character Assistant, a character creation tool
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<blockquote data-quote="DesertDogSledder" data-source="post: 7279225" data-attributes="member: 6918564"><p>I will definitely look into this. It may require a few revisions to get something that feels right. A GUI would also handle the display of this much better.</p><p></p><p></p><p></p><p>In the future, I'd love to handle all of the boons that exploits can give to skills, money, carrying capacity, weight etc. I chose to keep things simple for now so I wouldn't get trapped in development limbo and never release anything. It's been in the back of my mind, but I don't want to promise anything on that yet!</p><p></p><p></p><p></p><p>I agree in some cases. I <em>could </em>add a prompt afterward to let the user pick what menu to go back to. This is something that would presumably be a nonissue with a GUI. Since I'm starting to see more and more UX issues that are exacerbated by the limited text interface, I may freeze the current interface tweaks so that I can focus on getting a GUI out.</p><p></p><p></p><p></p><p>This is a good point. I can explain my train of thought here! My original idea was storing just an index of what exploit was chosen, like you suggested. I refrained, however, because I chose to sort the exploit lists by the exploit name. If new exploits were ever added to these lists, then the index might change and then cause some errors.</p><p></p><p>Talking it out with you, though, I can think of a couple of better ways to handle this and implement what you're talking about. Either I can just sort the lists visually but without associating their "choice number" with their index or I can do a different search based on exploit name. I'll chew on that one for a bit.</p><p></p><p>Thanks for the feed back! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>Yes, absolutely. I will admit to you that the traits portion was done at the very end. I was getting super anxious about release and was on a coding binge for far too long at that point. <img src="http://www.enworld.org/forum/images/smilies/blush.png" class="smilie" loading="lazy" alt=":blush:" title="Blush :blush:" data-shortname=":blush:" /> This is something I intended on tweaking in the future.</p></blockquote><p></p>
[QUOTE="DesertDogSledder, post: 7279225, member: 6918564"] I will definitely look into this. It may require a few revisions to get something that feels right. A GUI would also handle the display of this much better. In the future, I'd love to handle all of the boons that exploits can give to skills, money, carrying capacity, weight etc. I chose to keep things simple for now so I wouldn't get trapped in development limbo and never release anything. It's been in the back of my mind, but I don't want to promise anything on that yet! I agree in some cases. I [I]could [/I]add a prompt afterward to let the user pick what menu to go back to. This is something that would presumably be a nonissue with a GUI. Since I'm starting to see more and more UX issues that are exacerbated by the limited text interface, I may freeze the current interface tweaks so that I can focus on getting a GUI out. This is a good point. I can explain my train of thought here! My original idea was storing just an index of what exploit was chosen, like you suggested. I refrained, however, because I chose to sort the exploit lists by the exploit name. If new exploits were ever added to these lists, then the index might change and then cause some errors. Talking it out with you, though, I can think of a couple of better ways to handle this and implement what you're talking about. Either I can just sort the lists visually but without associating their "choice number" with their index or I can do a different search based on exploit name. I'll chew on that one for a bit. Thanks for the feed back! :D Yes, absolutely. I will admit to you that the traits portion was done at the very end. I was getting super anxious about release and was on a coding binge for far too long at that point. :blush: This is something I intended on tweaking in the future. [/QUOTE]
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