From c071cd133c0c6f2a10577d4a0a5d844051117630 Mon Sep 17 00:00:00 2001 From: Adam Goldsmith Date: Fri, 28 Dec 2018 16:39:15 +0100 Subject: [PATCH] Remove proposal and evaluations --- evaluations.org | 89 ------------------------------------------------- proposal.md | 49 --------------------------- 2 files changed, 138 deletions(-) delete mode 100644 evaluations.org delete mode 100644 proposal.md diff --git a/evaluations.org b/evaluations.org deleted file mode 100644 index 09594b0..0000000 --- a/evaluations.org +++ /dev/null @@ -1,89 +0,0 @@ -* Evals: -** eval 1 Keith -*** Controls -**** need a way to show non-intuitive controls (anything other than drag, really) - -*** Piles/Decks -**** TODO hiding or drag to/from edges of screen? -**** DONE modifier key for placing at bottom of pile? -**** Keith says make it harder to shuffle: context menu? modifier? -***** actually: added a shake animation -**** easy to drop into wrong pile: weird cursor position and restriction interaction - -*** Hand -**** TODO hiding? at least for environments and villains -**** TODO scrolling or stacking or something -***** maybe make the cards actually go into a container and lose their transforms, so they sit together (in a row) - -** eval 2 Jeffery -*** TODO taking cards out of the deck: should autodraw - -** eval 3 Jeffery -*** TODO discard issues: cursor position weirdness -*** hand: -**** TODO need more space/structure -**** TODO maybe smaller cards in hand -**** TODO double tap to modal (fullscreen) -**** TODO maybe stack: like tabletop or mac bar thing - -** eval 4 kevin -*** damage tokens/trackers -*** remove card from game -*** change to pinch to zoom + dbltap to restor size -*** swap deck and discard - -** eval 5ish me -*** touch navigation for all stuff -*** update pile counts when taking out from list -**** allow dragging out of list, not just tap to add -*** context menu: long press on pile -**** switch listing to tap, shuffle to doubletap or in context menu -**** allow swap deck and discard -*** hand should be bigger, with larger snap size -**** dragging slightly wierd in snap area -*** dark background - -** eval 6 priscilla -*** drag and drop still sucks: especially into/out of piles -*** UI is still unintuitive - -** eval 7 -*** shuffle is too easy: suggestion: top to draw, bottom to shuffle - -* Notes: -** Controls -*** TODO need a way to show non-intuitive controls (anything other than drag, really) -*** TODO touch navigation for all stuff -**** context menu: long press on pile -**** change to pinch to zoom + dbltap to restore size - -** Piles/Decks -*** TODO hiding or drag to/from edges of screen? -*** DONE modifier key for placing at bottom of pile? -*** TODO Keith says make it harder to shuffle: context menu? modifier? -**** DONE added a shake animation -*** TODO easy to drop into wrong pile: weird cursor position and restriction interaction -*** TODO taking cards out of the deck: should autodraw -*** TODO discard issues: cursor position weirdness -*** TODO allow swap deck and discard (ie reshuffle discard into deck) -*** TODO switch listing to tap, shuffle to doubletap or in context menu -*** TODO allow dragging out of list, not just tap to add -*** TODO update pile counts when taking out from list - -** Hand -*** TODO hiding? at least for environments and villains -*** TODO need more space/structure: scrolling or stacking or something -**** like tabletop or mac bar thing -**** maybe make the cards actually go into a container and lose their transforms, so they sit together (in a row) -**** double tap to modal (fullscreen) -*** TODO hand should be bigger, with larger snap size -**** TODO dragging slightly wierd in snap area -*** TODO maybe smaller cards in hand - - -** Other -*** damage tokens/trackers -*** remove card from game -*** dark background - - diff --git a/proposal.md b/proposal.md deleted file mode 100644 index 4e14235..0000000 --- a/proposal.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -title: Card Game Playfield and Generator -members: Adam Goldsmith ---- - -My proposed project is a card game deck generator/virtual tabletop, designed for use as apart of physical game. - -## Outline - * Deck Generator - * creates decks from JSON descriptions - * at least support for Sentinels of the Multiverse decks, maybe others - * ideally, the code should be generic enough that others are easy to add - * output for Tabletop Simulator, Playfield, and maybe printing - * current progress: previously implemented in Python, but with major issues - * Playfield - * 2D field to move cards around - * includes hand, decks, and discard - * targeting touch interface, maybe mobile - * using [interact.js](http://interactjs.io/) - * should support any Tabletop Simulator deck - * possibly including helper objects like HP trackers - * possibly including multi-client support - * could just be convenience for one player, or several players for a full game - * current progress: wrote a prototype in this last week, works reasonably well - * Deck Editor - * GUI for creating/editing decks - * decks usable in generator/playfield - * should allow export of data in some useful format(s) - * maybe users/permissions, which might require a database - * current progress: none - -## Detail -### Deck Generator (server side) -I have previously been working on a deck generator, primarily for a game called Sentinels of the Multiverse, written in Python. This has some severe limitations, especially due to the fact that I cannot directly access the DOM of the SVG card templates I have created, since I am rendering them externally with Inkscape. This means that things like text wrapping and dynamically sized boxes are rather difficult, and should be easier in Javascript. Having already worked on this part means that my card templates are already reasonably prepared (the hard part, really), and I have some example decks to work with. Ideally, this would be able to generate decks for use in the Playfield (see below), Tabletop Simulator, and possibly for physical printing. - -### Playfield (dynamic client-side) -Currently, the decks are tested using a 3D game/engine called Tabletop Simulator. While this is convenient in some ways (it can be played over the Internet, for example), it is somewhat more annoying to play than with physical cards. Therefore, this part of the project attempts to blend them together by creating a 2D virtual "playfield" in which the cards can be manipulated similarly to in real life. A possible (time-dependent) addition to this would be the ability for multiple client to connect to the same session, with one showing the hand and one showing the table, or even several people for a full virtual game. - -### Deck Editor (both?) -Another thing that would be nice is the creation of an online deck editor, which would allow more detailed tweaking as well as more easy entry of cards. Currently, card descriptions are in a JSON format, which is somewhat difficult for average people to use. This would present a friendly GUI, with relatively easy to use controls. May also include some sort of user management so people cannot overwrite others' decks. - -## Timeline - * 2017-09-22: initial version of playfield done, initial testing at Friday Gaming - * 2017-09-29: generator ported, testing phase 2 - * 2017-10-06: editor written if time permits, otherwise finishing other parts, testing phase 3 - * 2017-10-12: presentation - -## Evaluation -Due to the rather specific nature of the project, it will primarily be tested at the SFS's Friday Gaming, with whoever I can convince to play. As such, it will also likely be tested in parts, with the playfield and generator/editor being separate parts. Hopefully there will, in fact, be at least 5 people total (I know of at least two or three that I can very likely convince).