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rnadams2

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  1. Like
    rnadams2 reacted to Legendsmiths in Hero System for FoundryVTT   
    Okay. All superficial bugs squashed and equipment tab cleaned up and sorted out:

    Working with the dev right now to take the github repository public and release.
  2. Like
    rnadams2 reacted to Legendsmiths in Hero System for FoundryVTT   
    Sorry for the delay. Extra cautious because once we code freeze, I lose some flexibility in modifications (bug fixes only until the next version is funded). I've loaded all the equipment from Hero Basic to validate some things and there are some tweaks I should have tomorrow and then we can shift it over to the public repository.
     
    Thank you for your patience.
  3. Thanks
    rnadams2 reacted to Legendsmiths in Hero System for FoundryVTT   
    Just ran through a demo with DOJ (Hero Games) and have the full approval to proceed. We've got one last visual bug to squash (hopefully today) and then we can release to the wild. There will also be an announcement by Hero about this.
  4. Like
    rnadams2 reacted to Legendsmiths in Hero System for FoundryVTT   
    Did a full combat today and discovered some key bugs that need to be squashed. Sorry, folks. We'll get it out soon.
     
    The gang from Atomic Sky needed to deal with a gang of raiders before the raiders launch an attack on one of the comms the group protects. Things got a little dicey for them, but overall they owned it.


  5. Like
    rnadams2 reacted to Legendsmiths in Hero System for FoundryVTT   
    Everything is working. I'm working on getting the github repo migrated to the public and registering with Foundry.

    It also requires v11, so make sure your Foundry is up to date. I haven't added Equipment and Weapons from the Basic book yet, but that's a minor issue overall. We will get that in there eventually.

     
    You can also see we have all the Power Text in the compendiums for easy reference. Same for Complications, Perks, Talents, and Maneuvers.

     
    The fields are also all there and aligned to HeroDesigner. When we add the HD import feature (Full version), all of those "items" will be automatically created on the character and updated.
     
    I will announce when it is available for install on Foundry soon.
  6. Like
    rnadams2 reacted to Legendsmiths in Hero System for FoundryVTT   
    Okay, just got all the final powers, complications, and maneuvers compendiums done. One minor tweak to layout and I can release. This takes a couple days (have to set up the site in GitHub and publish via Foundry process), but we should  have something soon. 

    Feedback, bugs, and requests will be tracked via GitHub once it's up. We'll let this cook a bit to refine the basics, and then we can push to crowdfund the full version. 
  7. Like
    rnadams2 reacted to Legendsmiths in Hero System for FoundryVTT   
    The last 5 weeks were extremely busy for me outside of game development (work/vacation combo), but now I'm back to more "normal".

    I just sent another round of revisions to the dev team, and turn around is pretty quick. I'm thinking another few weeks and I'll be able to review with the Hero Games team, identify any last major bugs, and then we can release for wider use/testing.

    Please be kind and patient once we do that. I am funding this privately, and want it to be a reliable solution, but as feedback comes it, it may take some time to address any issues. We will be using GitHub (requirement for Foundry) so there will be a process there to submit bug reports and feature requests. We will not be accepting any such items here in the forums (too messy to track).
     
    I have been fielding some questions here and there so I will summarize my responses for the rest of you. Remember, our objective is something that will work as well (or better) than a hand-written character sheet, support HD imports (making it super easy/fast to use), and automating the most critical parts of the game (in the Basic version) and then enhancing that in the Full version.

    I do intend to support Custom Characteristics, but only probably in the Full version.

    Part of what is taking time is setting things up in a modular fashion so that anyone, private or for profit (with an appropriate license from Hero Games), can create equipment, power, skill, talent, perk, or complication packs. That means we have to have a flexible infrastructure for Foundry "items" that can be detailed as desired.

    When those items end up on the character, we want them to be 1-click for effects and END tracking.

    Encumbrance (RAW) will be in Basic. Hit Locations will not be in Basic. The Basic Rulebook is the guide for the Basic version. Full will have that. I also want to, where possible, support alternate encumbrance systems (it's on the list, but not a priority).

    Release Cadence
    First: Basic Version Collect feedback, bugs, and feature requests Fix immediate issues Use this feedback to inform the dev effort for the Full Version and refine the Kickstarter budget Fund the Kickstarter Incorporate any features/improvements appropriate for the Basic version Add additional features, functionality, and content for the Full version As will all software endeavors with this small a team, this will be iterative and we will do our best to address things and find a way to support everyone's play style where feasible.

    Foundry Version 11 just dropped, and we have been developing for Version 10, so that is also an effort we have to consider.
     
    My goal is to be using this in my next Hero Game I'm developing (Atomic Sky) before the end of the summer. I can't say what the timing for the release of the Full Version will be, but I intend to put together a larger team that can help build that out more quickly, especially since it is building off the Basic Version. Aside from some key features (e.g., Hero Designer import, Hit Locations, Attack automation, Damage automation), most of what we are adding is content (skills, talents, perks, powers). Then I would expect content packs to come out based on demand (Bestiary, Martial Arts, Equipment Guide, Villains, etc... probably in that order).

    I would love to be playing Atomic Sky next summer with the ability to drag and drop monsters from the Bestiary, modify them with the mutations I need, and go.
  8. Like
    rnadams2 reacted to Legendsmiths in Hero System for FoundryVTT   
    @Bezzeb I will take a look at Roll20 for inspiration, but we aren't looking to duplicate anything just because.

    I am always leery of too much automation as you can spend more time trying to make the automation work than just rolling the dice. I love all the modifiers and maneuver options in Hero, so please don't assume I hand wave anything, but my objective is to enable a player to declare an action, roll dice, and apply those effects as quickly as possible. If precision is too fastidious (e.g., click this then select all these options and select a token to target and apply all of the effects), and something breaks it can be very distracting.
     
    I've been running on VTTs for over 10 years, and experience weekly (running 2 games) what provides value to the gameplay experience and what distracts from it. I do want to see more people engage with Hero, and I think Foundry will help that a lot. But I want to avoid the videogamification of the interface, favoring ease of use over comprehensive minutia. Dice rolling, status tracking (stunned, etc.), damage and resource tracking, movement, and general speed-to-effect are priorities. Since it is Foundry it can be modified as well, so if someone wants to build a dependent mod that enhances a certain element of gameplay, they can, and anyone can use that mod as fits their play stile.
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