User:Prd: Difference between revisions
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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. | 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. | ||
Mind you, both the state store & marker store works. The paint store has a known shape - I just don't want to bother with it - "luxury feature" - hehe. And I get the issues with the variable overlay modes - not all of them are as important as each other. (The only ones which really matter are the spawn area derivatives.) Go sit down with d3/chart for a bit - Power Ranks (and Global Status) means a "World History" makes sense. Don't worry about the shelved import/exports - it would only take a day or so to rebuild the library and update it for use (and I know precisely what I want & how to get it). | |||
Revision as of 17:20, 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.
Mind you, both the state store & marker store works. The paint store has a known shape - I just don't want to bother with it - "luxury feature" - hehe. And I get the issues with the variable overlay modes - not all of them are as important as each other. (The only ones which really matter are the spawn area derivatives.) Go sit down with d3/chart for a bit - Power Ranks (and Global Status) means a "World History" makes sense. Don't worry about the shelved import/exports - it would only take a day or so to rebuild the library and update it for use (and I know precisely what I want & how to get it).