Yarrdachi: Adventure Design and Docs

Yarrdachi: Adventure Design and Docs

So I will continue with the docs I was working on yesterday, figure out what I need to do next for the design, get a handle on Jest hopefully. If it's straightforward anyway.

If I am honest I kinda want to make this a WebAssembly thing right now or at least get something started as an API client in WASM. Ah well, for now I will continue on with familiar  tech and maybe take a week to figure out some WASM stuff later on. This will just delay me along the first milestone otherwise. I need more back-end systems in place for that anyway. Probably some sort of RPC socket server with some access to the same DB server. Then I am basically making an MMO in a browser and the whole thing's scope blows way out. Focusing on milestone one for now.

To the documentation books and Krita!

I need to work out the rest of the core systems UI. So the next thing will be the adventure menus. I also should see if I can build a simple story tree quickly and maybe figure out the workflow for designing the adventures.

So today's focus is conceptualizing the systems and writing a story for a 7 day long test adventure. This is how I will know what to expect on the writing workload and then I can figure out how to optimize it into a workflow that can be maintained month over month.

Step one: Select adventure screen, design pass 1 [structure].

Adventure flow wire frame

Then I broke down the wire frame into the chapter on the conceptualized adventure play flow, thus UI flow for the mobile user.

Which now I am having someone who actually played a lot of modern pet sims look over it and see if this makes sense to her and if it does I can start from here. If not, make it more sensible and then start from a better place.

Now lunch and dog goes out, doing that late because I got drawn into work again.

Alright. Now the next thing to work out is how the adventures will look in a smaller format than the end version to get an idea of the scale of work. I also need to work out how to make the adventure writing and creation easier so I can do more with less time. Maybe making tools on the back end and/or modeling the adventures carefully with choices being their own quite complex models.

So then. I didn't really have as much time as I had hoped but here's the sketch for the first 4 days of choices. I am keeping it simple because I think that combat will take a lot of work to get feeling alright.

Hastily scribbled adventure tree example

I need to clean some things so I am going to get out of here for the day, perhaps wont see me again til Monday depending on how much time I spend on things worth logging over the weekend. Going to be doing some winding down and cool down over this weekend I think. Maybe play some video games, play my guitar a bit, relax so I can come at the front end code fresh and clean Monday.

First thing to do Monday is start writing tests and docs for the party display and then start actually implementing it. (Assuming I am not putting out fires elsewhere for some reason.)

Cheers.

PS; Found a couple solutions to problems I expected to have in the future and they both are docker ready solutions.

For design

GitHub - penpot/penpot: Penpot - The Open-Source design & prototyping platform
Penpot - The Open-Source design & prototyping platform - GitHub - penpot/penpot: Penpot - The Open-Source design & prototyping platform

For story trees and general planning/flow

GitHub - vanila-io/wireflow: Wireflow - user flow chart real-time collaborative tool
Wireflow - user flow chart real-time collaborative tool - GitHub - vanila-io/wireflow: Wireflow - user flow chart real-time collaborative tool