“Pursuit” posted and character sheet news
Chapter 9 of Witches, “Pursuit” is live. Actually, it went live yesterday, I just neglected to post here for it. I was busy having my ass handed to me by some type of hydra. Damn D & D 4e hydras. It had seven heads by the end.
“But how do we get you out of here without anyone noticing?” Robert asked absently. Satisfied that her hand was fine, he pulled his hands back out of the attached gloves.
Hardi tamped down a grin of victory. “Nice and easy. You’re going to create a distraction, and we’re going to slip out.”
A small smile played on his lips as he asked, “What kind of distraction?”
No links this week. I’ve been planning hard on the Geist Character Sheet Manager, working with Greg to come up with and prioritize requirements. I’m playing around with the Agile “story” idea. It seems like a good informal way to gather reqs, though I’ve done most of the generation of the ideas. Greg should really be doing the bulk of them, since he’s a prime example of a user on both the game manager and character sheet user sides. He’s been great about helping come up with cases that fit World of Darkness games I don’t play and giving specific examples of things I have to account for.
I’ve got a preliminary feature set for my first iteration of the game manager side, and boy, did it break my proposed timeline. Depending on what my priority cut-off is, it may be late September to mid-October before it’s ready as an alpha. Some things may turn out to be simpler to implement than I’m currently estimate. For instance, either in this iteration or the next, I’ll need to write a rules system to allow the game manager to put in everything from prerequisites to conditional dot cost changes. I’m looking forward to designing and implementing that.
And so I keep moving.