Hello, the 3rd image set I'm posting below for the RPGsmith application is the "Inventory" screen. Any and all opinions welcome. FYI, we should have a Kickstarter launching in about 3 weeks for this.
(http://i.imgur.com/02LoczT.jpg) (http://i.imgur.com/oSFRcZb.jpg)
(http://i.imgur.com/kMJD0XY.jpg) (http://i.imgur.com/QwkLXqD.jpg)
It's pretty, but not scannable. My monitor is set to 1920x1200, and I can see five items of inventory.
Nice looking, but I would be sure that your text boxes have safe colour contrast ratios. I mean, you don't HAVE to, but users with poor vision or tired eyes will appreciate the extra mile :) .
Also, what do the icon buttons under Unequip mean/do?
Is this responsive/adaptive to smaller screens or devices? What will this look like on a smartphone?
Recommendation: there are a lot of colors there. I'd recommend using a single colour for all clickeable buttons. Right now it isn't entirely clear what is interactive and what isn't.
But yeah, otherwise, it's nice looking.
EDIT: oh and to make it friendly to new gamers or those unfamiliar with acronyms, I'd suggest including tooltips or something to explain what some things are (eg: CMB?)
Quote from: fuseboy;866390It's pretty, but not scannable. My monitor is set to 1920x1200, and I can see five items of inventory.
Yea, I shoulda optimized the image for this site, my bad :(
Try right clicking and "Open Image in New Tab" if that is an option for you.
Quote from: Necrozius;866392Nice looking, but I would be sure that your text boxes have safe colour contrast ratios. I mean, you don't HAVE to, but users with poor vision or tired eyes will appreciate the extra mile :) .
Thank you for the note, I'll keep this in mind.
Quote from: Necrozius;866392Also, what do the icon buttons under Unequip mean/do?
A given player can flag items as equipped to their character. This helps them keep track of what they are currently using vs. what is in their possession.
In addition, there is a different inspection screen where players can inspect other characters and see what they have equipped (typically) and other visible items (the little eye icon on the items). You can have something hidden but still equipped, to support an Assassin's Creed Dagger or something similar.
Quote from: Necrozius;866392Is this responsive/adaptive to smaller screens or devices? What will this look like on a smartphone?
Yes, This application designed responsively, and will be available for use via a computer (as seen here), tablet, or mobile device.
I do not have a mobile version of the inventory screen ready to go but, here is one of the Character Screen (http://i.imgur.com/2yivdPh.jpg). Please ignore the text and content as this has not been updated to represent more valid information. Hopefully this would give you an idea of how this interface will scale.
Quote from: Necrozius;866392Recommendation: there are a lot of colors there. I'd recommend using a single colour for all clickeable buttons. Right now it isn't entirely clear what is interactive and what isn't.
Almost everything you see is click/tap-able. An Icon would show a pop-up with what that icon means. Doing so on an item itself would bring up an Item Details screen which has even more information as well as the ability to create notes or associate other "tiles" with that item.
Quote from: Necrozius;866392EDIT: oh and to make it friendly to new gamers or those unfamiliar with acronyms, I'd suggest including tooltips or something to explain what some things are (eg: CMB?)
The acronyms are configured/created by the GM and can be adjusted. Also if you click on a field it would pop up a dialog box with more information about that stat, again GM configurable.
The mock shown represents a Pathfinder character sheet. (CMB = Combat Maneuver Bonus)
Thank you for the input!
So can you tell us more about RPGsmith? What exactly does it do?
Quote from: RPGPundit;866777So can you tell us more about RPGsmith? What exactly does it do?
Best question I've heard all day!
This may sound a bit "markety" but when there's a ton this application can do and really too much to list here and do it justice. But I'll try to hit some of the features.
From a GM perspectiveA GM would create a campaign, from which other "Players" can join and create characters they would control in that campaign. The GM would retain administrative rights to everything in the campaign, so they could manage player characters.
Within the campaign world the GM could create a number of different types of content; Characters (NPCs), Items, Monsters, Spells, Abilities, Buffs/Effects, Random Tables, Loot(treasure piles), etc.
GMs can create shops, and stock with items for the players to automatically make purchases from and sell to. Create monsters to inject into a combat manager which tracks initiative, health, etc.
Access Random Tables to get quick information to add random detail into your game.
From a Player PerspectiveManage Characters, Assign Spells & Abilities to themselves. Inspect other Characters (PCs & NPCs). Trade items/currency directly with other players. See visible party information & track turn order in combat, message others, save & roll dice configurations. Take, & share notes/Images with other individuals or the entire group.
And Tons more.
Another key feature is that all configuration & content in a campaign can be exported / imported. As a GM, if you don't want to manually build an item database or bestiary in the app, import one we provide or one created by another user.
We've just launched our Website which has a features area, as well as released images off the app (more coming over the next couple of weeks). I would encourage you to check it out and hopefully it can give you a better feel for the scope of the tool set.
RPGsmith.com (http://www.rpgsmith.com)
Thanks!
Interesting.
Is AC automatically calculated from equipped items and bonuses?
Quote from: yosemitemike;867463Is AC automatically calculated from equipped items and bonuses?
It Depends :)
The way this would work is that you can create command associated with an item. The command can use certain trigger conditions to perform a command, for example
or something similar.
The reason it is done this way is because the tool is system agnostic and each rule set has different rules about what stacks, how it's applied, etc. This also allows for more functionality, you could program a buff to occur when an item is equipped, etc.
This command functionality is currently identified as one of our later "stretch goals" in our upcoming kickstarter (Launching Dec 18th).
So the direct answer to your question is "Yes" if we get enough funding to program that piece in.