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    Street Fighter Character Creation Question

    Scheduled Pinned Locked Moved Game Gab
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    • RaistlinR Online
      Raistlin
      last edited by

      I’m always pushing myself with Ares to see how far I can take it and how complicated a system I can actually code. For the past week or so, I’ve been working on something for the old Street Fighter RPG from White Wolf. Character creation isn’t really the main goal. What I want to see is whether I can build some kind of combat system around it, obviously without the hexes and movement.

      To get there, though, I still needed to build character creation first.

      For debugging, I set up Maneuvers the way you see below, with every available move for the character’s style listed on the page and selected with checkboxes. My original plan was to replace that with an “Add” button once everything was working, so you’d only see the maneuvers your character had actually selected.

      My wife actually prefers the current setup because you can see all the possible moves for your style in one place, so now I’m curious what other people think.

      Would you rather see all available maneuvers on the page and select them with checkboxes, or only see the maneuvers you’ve chosen and add new ones with an “Add” button?

      c8620b00-76d6-434b-82d5-fe31a1648333-image.jpeg

      FaradayF 1 Reply Last reply Reply Quote 0
      • FaradayF Offline
        Faraday @Raistlin
        last edited by

        @Raistlin Ideal UX would probably be a client-side filter, so you could choose the cluttered (all maneuvers) or uncluttered (only available maneuvers) view.

        I have fond memories of that game - until a few of our game group found the combo of maneuvers that always won.

        RaistlinR 1 Reply Last reply Reply Quote 0
        • RaistlinR Online
          Raistlin @Faraday
          last edited by

          @Faraday Oooh, yeah. That’s slick. I loved this game in High School and college.

          182229a5-5a83-4c63-81b1-5170cf65360c-image.jpeg

          94e6375b-dfac-4f3d-b6e0-acd4d5a05456-image.jpeg

          1 Reply Last reply Reply Quote 0
          • RaistlinR Online
            Raistlin
            last edited by

            Well, I’ve already done more than I thought I’d be able to do.
            563b6d65-97aa-4f67-ae8b-158dedace629-image.jpeg

            I’ve added an Action Panel for players and a Referee panel for Referees.

            a5812c4c-90f7-4c3e-8ffb-08b357f56b7b-image.jpeg

            Anyone in the scene can be made the referee. So if you only have two players and they want to throw down, they could. This is what the designated referee would see when they call up the panel. Non-referees would only see who was set as the Referee. Technically, they’d have the option to override that, but I’m going on the assumption that all players are here to have fun.

            The Referee can override just about everything in the scene, including when a new Turn begins(which resets all maneuver selections).

            659e0d9f-2a21-4640-9600-06a93e585ed7-image.jpeg

            This is what a player would see. They can select their maneuver and target and lock it in for the turn.

            When maneuvers are locked in, or if the referee changes anything, emit a generic message to everyone in the scene (just letting them know what the action was, not the specifics of that action).

            My plan now is to give the referee an “Execute Maneuver” button that does exactly that: executes the maneuver and emits the results to the scene. It would also tabulate and apply any damage or whatever. All of this is scene-specific, so in theory, a fighter could be in multiple fights in multiple scenes, and everything would be okay.

            I wasn’t sure I’d make it this far but I think it’s all coming together nicely.

            1 Reply Last reply Reply Quote 1

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