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View Code? Open in Web Editor NEWA random, revised edition compliant, stars without number sector generator
Home Page: https://sectorswithoutnumber.com
License: MIT License
A random, revised edition compliant, stars without number sector generator
Home Page: https://sectorswithoutnumber.com
License: MIT License
Given any system, the user can remove any planet or add a new randomly generated one.
The Suns of Gold expansion added a trade layer to each planet, might be useful to incorporate those features into the sector generator.
World tags, tech level, atmosphere, temperature, biosphere, and population.
It's about time. With the addition of user accounts, it is unnecessary and has been causing a lot of extra development time since I need to worry about two "backends".
I could go down the route of adding signup/login with Firebase but I think that's more annoying than useful.
My current plan is add a save button that will persist the exact sector with localForage. Those persisted sectors will be keyed by the seed and selectable from the main home screen.
This is the first step before making anything editable.
When moving systems you can easily get into a state where the drop doesn't work and then you get stuck in a state that doesn't let you mess with the interface anymore.
The fix here would be to make sure the system drop always works. Maybe even expand the SVG elements to butt up next to each other so you always switching hover states instead of accidentally getting incorrect redux action firing.
Long click on an empty hex to create a new system at that location.
Possibly look into markdown
Allow only a subset of the world tags, population options, tech level options, etc.
This is the start of what I view as a larger project. I can see a whole other part of the website where you can create and edit custom attributes, tags, and other content that can augment your generator.
World tags would be an easy first step into this.
If a sector is viewed in a really tiny viewport there will be a million tiny hexes generated which causes the page to shit itself.
The hex generator util needs a way to short-circuit the loops so that the page doesn't render a million hexes. A message needs to appear to let the user knows what is going on.
With a way to sync local saves to the "cloud". Will also need a limit on the total number of saved sectors as the amount of data stored per sector is going to be fairly large.
When I signed up...either site....it said 'there has been an error' after doing so, even though got the email with no problem.
Need a way to view everything about the sector in a different view. Seeing all the planets side-by-side is actually kinda important.
Add a Delete
option in the planet and system sidebar.
The ReadMe already says that adding star sizes is a possible feature, how about also randomly generating other planets that are not colonized purely for description purposes?
That would mean increasing the likelihood of more than 1 planet being generated in the system, but also allowing planets that have no world tags (which is already possible, however it looks weird as the "World Tags" section is still displayed), no population, and no tech level. However that would mean that the generator needs to make sure that planets either have no pop/tech/tags or they have at least one of each, it also means the generator needs to check that at least one planet in the system has pop/tech/tags at least while generating a system. These planets would make more use of #37, as the whole idea behind them is largely up to the GM.
On the same topic of more flavor, I'm not sure if 1st edition had this as I have not fully read the 1st edition, but for the revised edition, under Creating Stellar Sectors there is also a table on additional points of interest in a system.
I think it would be interesting to allow the generator to cope with something like a deep space research station orbiting a black hole, it would be even better if it could randomly generate it.
This would require the generator being able to create non-planet objects in a system. These objects could be as simple as a name and a text box, or you could use the table to fill in some possibilities. I think this is covered under the idea of adding asteroid fields, but there can be so much more than asteroids in a system that I think it deserved a more general name.
Free-form text field and a random name refresh option.
Hi man, awesome project.
It would be awesome if users could place some kind of tokens/icons, that could symbolize e.g. fleets, facitilies etc. of different factions.
Bonus points: can edit description of those tokens just like planets.
This would make GM turn much easier.
The biggest reason here being that storage isn't free. I don't think anyone would need more than three saved sectors anyway.
Finish up creating sidebar information on planet. Still need atmosphere
, temperature
, biosphere
, population
, tech level
, and additional points of interest
.
A great place to do this is now in the sector overview rather than the sector map view.
In the new planet and new system modals, it would be nice to have a toggle where you could either generate a planet or leave it blank.
Grab one of the adventure seeds from the book and fill in the necessary data. This should live on a planet.
The emichron generator had a seed input which is why I decided to add one, which was a regrettable decision on my part.
The underlying reason is that it's hard to add new generated content when I always have to be careful about keeping existing generated content the same. If someone generated a sector a week ago and they go back to generate from that seed... it should be the exact same regardless of if I add new content or not.
And here's the thing. Based on a lot of discussions I've had it seems as though customization is highly important. Whenever you customize something the originally generated sector goes away.. The seed isn't important anymore. It's even less important when you can save it locally without having to recall the seed.
I think this should happen alongside the move to signup/login ( #34 ) because the only reason I need that seed option around is to share. Share will be built into this change as the sector will be saved on the server.
Random generation is all well and good but sometimes a system just needs to be moved. My thought here is to have button in the side panel to move and then you select another location which will automatically move or switch the system.
A toast will popup with the ability to undo that action.
Currently we are going through and, for every sector that a users owns, we are getting all entities associated with that sector. This is nice because the user can just go straight to their sector view without anymore loading. With the new additional points of interest feature, we could be downloading a ton of entities that we might not necessarily be using.
The fix to this is to just download the small sector entities. Once a user decides to view one of their sectors we show a loading view, fetch it, store it, and load in their sector. This'll make the initial fetch significantly faster.
Basically just a way to hide information for players with a shareable link. This will need to be wired up after #34
To reproduce just move a system to a hex that was empty when the sector was first generated, refresh the page, and the errors should be there in the console.
On the systems header bar on the sector sidebar and on the planets header bar on the system sidebar, there should be a little button to quickly add new objects.
Add directly to a planet. Have an option to generate a new adventure hook when viewing a planet. Render below the world tags.
Instead of just selecting from the dropdown of options for population, tech level, etc. users should be able to add their own custom option.
I need to create a branch just to add some solid unit tests to the generator utilities at least so I can have peace of mind. That's what it's all about after all. PEACE OF MIND.
Whenever the sector is modified a Undo
option should be produced in the toast in the bottom left.
The good news is that it's easy to implement in redux.
You need a little context to what you have selected in the sidebar.
Should probably be a many to many relationship with entities.
Also, might need a way to toggle this feature in the configuration if people don't want that.
I just need to make sure that the new name is loaded from redux in componentDidUpdate
.
Dependent upon #43.
Start with a blank sector and build it system by system.
Something is wrong with the algorithm to calculate the positions of the hexagons. If you grab the left or right side of the browser and then resize the width of the screen slowly you can see the sector jumping left and right and certain widths.
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