5/18/2023 0 Comments Shadowrun character sheet testBut when the player is moving more dynamically, like in our solution, then they will have to walk that route all by themselves, manually avoiding obstacles. In the original game the player clicks where they wanted to go, the game would calculate a path to that point using valid tiles and then the player would move to that location. The biggest problem we encountered was with the collision. We knew that we could make walking with the left stick feel good and did a lot of work on the movement values and camera follow behavior to make the movement feel native, but we also ran into some unexpected problems. The movement of the original games was point and click, and that would obviously not work on a controller, and so we immediately gravitated to the most logical control scheme: The player controls their character directly with the Left Analog stick. Players can now easily select how they distribute points and see how much a selected option will costįinally we also added clarity to how much Karma the selected point costs at the top middle of the screen, as testing revealed that players are sometimes confused as to how much a selected pip costs. ![]() Moving up and down between the rows will automatically set the selection to the first empty pip in that row, again to make it easier and faster for the player to spend their Karma points. Once the player is spending their pips on the right side of the screen, we have made it so that adding and subtracting points will automatically move the cursor around for additional ease. We first let the player select which attribute they want to select The first change we made is to separate the Attributes selection on the left, from the pip spending on the right, allowing the player to switch to and from the attributes by confirming and canceling. The original karma screen from the Steam versionĪnother screen we made quite some adaptations to is the Karma screen to make it control nicely with a controller. This solution allows for clear communication about what the player is in control of, and avoids various sequencing issues that could otherwise exist. The player moves forward by confirming, and backward by using the back button. In the end we decided to cut each section separate from the others and present them to the player linearly: First the player selects a Gender, then a Race, then a Class, then a Portrait, and finally customize the 3D model. But each row requires the player to make a choice, and while the portrait selection could be linked to something like shoulder buttons, how does the player navigate the customization of the 3D model? Starting with the left side, it seems simple enough: the player can seemingly navigate their selection around a grid to make their choices. The left side of the screen allows the player to pick out their Gender, Race, and Class, while the right side allows the player to pick a portrait and customize the 3D model of the character. The ‘character create’ screen does not look that problematic at first glance, but turned out to be quite difficult to convert. The character create screen on console, with all our adaptations ![]() The original Character Create screen from the Steam version We will highlight a couple of them to show the various adaptations we’ve made. Personally, I'd stick with Chummer if you're a player, but Hero Lab is a great idea for a GM since it allows for easy mass-management of NPCs, combat overhead, and that kind of thing.Various screens had to be adapted to make them work with a controller. ![]() That means HL is able to provide a ton of extra functionality, including rules excerpts for each trait/item, user-friendly "custom content" scripting, a tactical "Combat Management" screen, and "advanced" sheets that include stuff like tick-boxes for ammo, auto-calculated dice-pools for just about everything, and separate sub-sheets for your drones and vehicles. Hero Lab, on the other hand, is licensed, and costs money. It's also capable of "live" character management, complete with Karma and Nuyen Add/Spend logs, if you're more inclined to keep things digital using a netbook or laptop. It's capable of printing out the sheets, already fully filled-out with your stats and skills and inventory. It's everything you could want in a bare-bones character generator. Also, let me recommend using either Chummer or Hero Lab as an excellent source of Character Sheets and Character/Combat Management.Ĭhummer is un-licensed freeware, but very well done.
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