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Iv's NavNet Util 2.0

Posted: Sun Nov 02, 2014 12:58 pm
by Iv121
Well remember my NavNet project I began making a while ago ? Yesterday I finally had time to continue working on it so I tried to find its files aaaand .... its gone, have no idea where it is so I have to start from scratch. This time around however I tried to make it more organized so I first made a diagram of my end futures. I thought Id share it with you guys so let me know what you think and where I should add / remove stuff. Its generally hard to understand as I was very minimalistic in words, it was meant for me but if I already made it so I thought I could show you it as an added bonus and if possible hear some stuff about it that might be useful.
Spoiler:
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There’s also class and function diagrams that I wont bother you with.

Re: Iv's NavNet Util 2.0

Posted: Sun Nov 02, 2014 1:02 pm
by Shadowcatbot
I don't have the time to look through the details but from a cursory glance looks pretty good to me. Il pop back later and look into it more.

Re: Iv's NavNet Util 2.0

Posted: Sun Nov 02, 2014 1:13 pm
by cats
I have no idea what this is, but it looks very Ivish. Keep up the... work.

Re: Iv's NavNet Util 2.0

Posted: Sun Nov 02, 2014 1:36 pm
by Saravanth
I have no idea what this is. Plx xplain.

Re: Iv's NavNet Util 2.0

Posted: Sun Nov 02, 2014 1:43 pm
by Vinyl
looks gr8 m8 no h8 r8 8/8

Re: Iv's NavNet Util 2.0

Posted: Sun Nov 02, 2014 1:48 pm
by Iv121
Those are diagrams that describe (in a very minimalistic way) the end futures of NavNet, lets take for example the BattlePlanner, an utility that allows you to make simple map cinematic that help explain you strategies or visualize the battle outcome (eventually saving up time on writing too !). There are 4 main categories by which I divided the futures, they also happen to be the screens that the battlePlanner has. In the middle you have the main screen where all the action happens (and where you drag the objects onto in create mode), there is the object screen where the action happens and the text screen where what happens is explained for the viewer. You can also hover over a ship/object to see some data about it.

Next you got the objects window only working during editing where you have a vast variety of things you can use to create your battle with. Next you got the playback panel which controls the flow of screens in a presentation-like fashion (with subcreens being a dumbed down method of making animations in a single screen). You can also add those screens in create mode here. Finally you got options which are mainly used in create mode to create new battles and to link them to events in Main NavNet (note the "Battle plan" options in the map diagram)

Re: Iv's NavNet Util 2.0

Posted: Sun Nov 02, 2014 2:02 pm
by Saravanth
So what's NavNet?

Re: Iv's NavNet Util 2.0

Posted: Sun Nov 02, 2014 2:15 pm
by Iv121
An RP util that helps both you and the GM keep track of the RP happenings. It also helps the GM to fairly decide the outcome of things using a wide range of tools (mainly stats that are also neatly kept track of here). OFC I know all of you ppl who are afraid of change are gonna dismiss this util as "limiting", tbh every single future that exists in this util has a "custom" button that should in theory make anything you desire possible, moreover nobody canceled the forum .

Re: Iv's NavNet Util 2.0

Posted: Sun Nov 02, 2014 3:25 pm
by Saravanth
Nah, I think this is actually a good idea.

Then again, I don't RP...

Re: Iv's NavNet Util 2.0

Posted: Mon Nov 03, 2014 2:54 am
by Ivan2006
As long as it doesn't automatically calculate battles via algorithms and diceroll, I am fine.

Re: Iv's NavNet Util 2.0

Posted: Mon Nov 03, 2014 5:33 am
by Iv121
Too complicated, best it can do is give you a built-in dice option ;) , ohh and fancy event suggestions !

Re: Iv's NavNet Util 2.0

Posted: Mon Nov 03, 2014 8:36 am
by Error
Narrative convention + fluff is more fun. But this could definitely be handy.

Re: Iv's NavNet Util 2.0

Posted: Mon Nov 03, 2014 8:39 am
by Ivan2006
the thing is that the way I understand it, this could be used for narrative convention type RPs just like any other, but still offer useful tools for keeping track of stuff.

Re: Iv's NavNet Util 2.0

Posted: Mon Nov 03, 2014 12:27 pm
by Shadowcatbot
If you wanted to make a story generator you could make a self filling MadGabb kinda system. But it'd be complicated as hell to make anything decent.

Re: Iv's NavNet Util 2.0

Posted: Mon Nov 03, 2014 2:14 pm
by Iv121
I really didn't mate, you can see EVERYTHING I planned and didn't plan for NavNet in those very diagrams I posted.