DevDiary #01 - Here I go again
OSmA started out as your usual ttrpg, with a good old document explaining game concepts and mechanical rules, how to roll dice, how to describe stuff. The works. But as development went on and a few very early tests were made, it became increasingly clear that, to achieve the play experience I envisioned, the game needed to offer quite a few prompts to the players, which meant that the players needed to roll a lot of times on a lot of tables, then pull together all the table results, and finally use them to inform their narration.
This wasn't working.
It was too fiddly and time consuming.
Thus the idea of automating this process came about. Unfortunately I am no coder so...
Long story short, after a bunch of false starts and reboots and attempts at using this or that game-engine (Unity, Godot, RPG Maker) I settled on creating a web-app with the Elm programming language. This too took a few tries across a period of a couple of years. Try, fail, drop the project, try again, fail again, drop the project again, etc. This time around it seems that I managed to absorb enough coding experience to not insta-fail and actually pull off a very bare-bones prototype. It's not yet playable, but you can find my clumsy efforts in this GitHub repo: https://github.com/Hasimir0/OSmA
I am slowly, painfully, but also satisfactorily building a (very basic and ugly) interface. The basic info is shown, the core actions are shown. I'm bit by bit implementing the functionality of each element. The first goal is to build an ugly but playable prototype, a proper MVP. In time the idea is to make it look prettier, more accessible and usable, and to make it work seamlessly on any screen (so on both desktop and mobile devices).
Currently the app is meant to be a central hub of activity, so that the group of Players will use ONE instance to run and track the whole game, but in future I would like to allow people to just have their own personal instance of the app, with the record of all their own characters and delves, and link to other people's apps to form a group and play together.
Big dreams. And very distant ones if I am to code it all by myself. But for now I'm managing, and at least the basic MVP should be achievable. So, yeah, I'm hard at work :)
Get Lost & Astray
Lost & Astray
Vintage fantasy adventuring without the nostalgic baggage: pick-up, accessible, gmLess, rogueLite.
Status | In development |
Author | Alessandro Piroddi |
Genre | Role Playing, Adventure |
Tags | Fantasy, GM-Less, grognardpunk, nsr, OSR |
Languages | English |
More posts
- Update - 2023.04.01Apr 01, 2023
- Update - 2023.03.22Mar 22, 2023
- Rules Update - 20221117Nov 17, 2022
- Actual Play - The Spider Mines #02Nov 09, 2022
- Actual Play - The Spider Mines #01Oct 26, 2022
- Rules Update - 20221023Oct 24, 2022
- Playtest documents are here!Oct 19, 2022
- DevDiary #02 - On the perception of speedOct 06, 2022
- The Grognardpunk ManifestoApr 22, 2022
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