OpenArthurian – Day 5 of the New Arthurian Age

Continued improving Arthurian Studio. I’m iterating through the current state of the editor, seeing where there are still gaps to create a great creator-friendly app. Some of the things done today included:

  • Restructure ‘World’ sidebar item into ‘Config’ and ‘Maps’ children for better navigation.
  • Add “Load Project” button to the Sidebar bottom to allow opening different project files.
  • Implement ‘NPCPickerModal’ for visual selection of initial party members.
  • Implement structured “Tilesets” editor, including selecting image files from local filesystem.
  • Rename Mob Types to Creatures across user interface
  • Reorder sidebar modules to follow a logical development flow: Scenario, NPCs, Creatures, Items, Interactables, World, Cutscenes, Appearances, Tilesets.

I also moved tileset definitions from .arthurian project file to data/tilesets.json; this is the only current item that will require updating the oax6 engine to load an additional resource file, but I think it’s worth it.

As part of making the tool as user friendly as possible, I added short explainers to each module to remember what each one is for, but more importantly, I added a Quickstart page which should eventually grow to be able to guide users into the process of creation; it is backed by a markdown file I’m going to continue building for completeness.

Ultimately, the idea is to write an updated “tutorial” and then retrofit it into the app itself so that it’s self-guided; so a lot of work today went to this: writing and structuring how I would like different types of creators to approach the engine.

This has changed significatively since we started the project; I don’t think now that the engine itself will be used a lot by JavaScript developers themselves; instead I’ll aim for game designers.

The idea is to make the tool useful and approachable for a wide variety of creators, giving a clear message that they don’t have to invest themselves heavily into setting up the visuals, and will instead get access to a lot of infrastructure setup they can use to just build their worlds.

  • Users of the OAX6 Foundations Pack
    • Create scenarios using the existing assets as a foundation
    • You want to create a game using the existing graphics, extending or repurposing the list of creature types and objects.
    • You want to focus on bringing life to new NPCs, the world they live on, and tying everything together to provide the player with a story.
    • The base project template contains a complete setup with tilesets, creature and item definitions, you will build on top of them.
  • Extending the OAX6 Foundations Pack
    • You want to extensively edit the list of creature types and objects provided on the base project template, or want to completely redefine it.
    • You want to focus on creating a complete new universe, over which you will them create a working scenario.
    • In this case, you will also use the Creatures and Items module, but your intent will be different: instead of doing small tweaks over the existing data, you will be creating new definitions.
    • At this point, you’ll very likely also want to dig into the next level: Visual Customization.
  • Create a Universe Pack
    • Visual Customization
    • Defining and using new Tilesets and Appearance Sets

I also pushed this to github at https://github.com/slashman/arthurian-studio/

Still no release- Needs a couple more rounds of improvements and then it’s off to the hands of the long time dwellers of the OpenArthurian discord to see how they feel about it!

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