<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Street Fighter Character Creation Question]]></title><description><![CDATA[<p dir="auto">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.</p>
<p dir="auto">To get there, though, I still needed to build character creation first.</p>
<p dir="auto">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.</p>
<p dir="auto">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.</p>
<p dir="auto">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?</p>
<p dir="auto"><img src="/assets/uploads/files/1786994867210-c8620b00-76d6-434b-82d5-fe31a1648333-image.jpeg" alt="c8620b00-76d6-434b-82d5-fe31a1648333-image.jpeg" class=" img-fluid img-markdown" /></p>
]]></description><link>https://brandmu.day/topic/686/street-fighter-character-creation-question</link><generator>RSS for Node</generator><lastBuildDate>Tue, 18 Aug 2026 04:32:21 GMT</lastBuildDate><atom:link href="https://brandmu.day/topic/686.rss" rel="self" type="application/rss+xml"/><pubDate>Mon, 17 Aug 2026 19:27:53 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Street Fighter Character Creation Question on Tue, 18 Aug 2026 02:36:27 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/user/faraday" aria-label="Profile: Faraday">@<bdi>Faraday</bdi></a> Oooh, yeah. That’s slick. I loved this game in High School and college.</p>
<p dir="auto"><img src="/assets/uploads/files/1787020554634-182229a5-5a83-4c63-81b1-5170cf65360c-image.jpeg" alt="182229a5-5a83-4c63-81b1-5170cf65360c-image.jpeg" class=" img-fluid img-markdown" /></p>
<p dir="auto"><img src="/assets/uploads/files/1787020572718-94e6375b-dfac-4f3d-b6e0-acd4d5a05456-image.jpeg" alt="94e6375b-dfac-4f3d-b6e0-acd4d5a05456-image.jpeg" class=" img-fluid img-markdown" /></p>
]]></description><link>https://brandmu.day/post/31609</link><guid isPermaLink="true">https://brandmu.day/post/31609</guid><dc:creator><![CDATA[Raistlin]]></dc:creator><pubDate>Tue, 18 Aug 2026 02:36:27 GMT</pubDate></item><item><title><![CDATA[Reply to Street Fighter Character Creation Question on Mon, 17 Aug 2026 22:15:16 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/user/raistlin" aria-label="Profile: Raistlin">@<bdi>Raistlin</bdi></a> Ideal UX would probably be a client-side filter, so you could choose the cluttered (all maneuvers) or uncluttered (only available maneuvers) view.</p>
<p dir="auto">I have fond memories of that game - until a few of our game group found the combo of maneuvers that always won.</p>
]]></description><link>https://brandmu.day/post/31604</link><guid isPermaLink="true">https://brandmu.day/post/31604</guid><dc:creator><![CDATA[Faraday]]></dc:creator><pubDate>Mon, 17 Aug 2026 22:15:16 GMT</pubDate></item></channel></rss>