User:Prd: Difference between revisions
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[https://www.youtube.com/watch?v=ebtAktIZD0g Metamorphosis] | [https://www.youtube.com/watch?v=ebtAktIZD0g Metamorphosis] | ||
Leaflet.Draw is too old to work with - I'll just rewrite it for its limited features...Unsure precisely how many overlays I want to work with, need to run a quick workshop on that...Various overlay modes, vague as that currently is, up to and including imports...? Hm, Power ranks makes sense. Also the matter of the left menu and *what* will go there. Debug grid / fertility / resources are fine - need to sort out multiple types (stripes? hmmm...). Split off the smaller parts - experiment with the equip locker char sheet / inventory simulator... Ah right, look into town / icon categories - character locations on map (presence) and setup for "important character" locator (zoom to - early command palette). Work on the style guide - probably sticking with the unified controls theme - everything scales down - visibility and consistency matter. | Leaflet.Draw is too old and overloaded to work with - I'll just rewrite it for its limited features...Unsure precisely how many overlays (forms, modes, invocations, types, etc...) I want to work with, need to run a quick workshop on that...Various overlay modes, vague as that currently is, up to and including imports...? Hm, Power ranks makes sense. Also the matter of the left menu and *what* will go there. Debug grid / fertility / resources are fine - need to sort out multiple types (stripes? hmmm...). Split off the smaller parts - experiment with the equip locker char sheet / inventory simulator... Ah right, look into town / icon categories - character locations on map (presence) and setup for "important character" locator (zoom to - early command palette). Work on the style guide - probably sticking with the unified controls theme - everything scales down - visibility and consistency matter. | ||
Revision as of 17:13, 23 November 2025
Leaflet.Draw is too old and overloaded to work with - I'll just rewrite it for its limited features...Unsure precisely how many overlays (forms, modes, invocations, types, etc...) I want to work with, need to run a quick workshop on that...Various overlay modes, vague as that currently is, up to and including imports...? Hm, Power ranks makes sense. Also the matter of the left menu and *what* will go there. Debug grid / fertility / resources are fine - need to sort out multiple types (stripes? hmmm...). Split off the smaller parts - experiment with the equip locker char sheet / inventory simulator... Ah right, look into town / icon categories - character locations on map (presence) and setup for "important character" locator (zoom to - early command palette). Work on the style guide - probably sticking with the unified controls theme - everything scales down - visibility and consistency matter.