Development for the Foundry VTT

The Foundry VTT rule set has gone beyond developing a minimum viable system, which was my original goal, to having all kinds of features that really highlight how Dungeon Survivor works without taking any of the important choices out of player hands. Below is a list of my last few update logs. I owe a lot of thanks to the patient and invested playtesters who have provided a lot of the ideas for improvements (and found a good few of the bugs!).
Also, for those who might be interested, I’m running open games on Thursday evening and Sunday afternoon Eastern time in English and Tuesday evenings in French. Can you survive the dungeon?

I’m very excited to report that we a have a functioning Foundry set-up for Dungeon Survivor. We had a play test with only minor glitches for last Thursday’s streamed fundraising game (nothing like trial by fire!) and I’ve made some improvements since.
We had a fine time rocking around an ancient Dwarven temple and seeing how the Foundry tools worked. They worked well, and we came up with a nice list of improvements.
1) fix the bug that doesn’t allow a TN of 0 (DONE)
2) color codes feats by type (DONE)
3) Allow users to reorder feats and equipment (DONE)
4) Hide the rolls from the GM tracker sheet (DONE) — but what would be better would be to have each effect be either private or public.
5) Equipment should come in inactive (DONE)
6) Add buttons for Breather and Rest (Dungeon) (DONE)
7) Add spaces for XP and coins (DONE)
8) Create Custom Die Pool buttons (was working, but fancied them and broke them—probably done tonightDONE!)
9) Get the Death Dice mechanic coded and working (not started)
10) Add container mechanics (included Carried and Worn) to the equipment section (not startedDONE)
11) Figure out how this all works with the built in initiative tracker (not started)
You can see I did the easy stuff and have put off the hard stuff…
And a special treat for the players, the take damage mechanic now triggers the Death Dice mechanic if you lose all the dice in one of your abilities…

Upgrades to Foundry after today’s game:
The GM time tracker again rolls publicly. This, I think, helps build tension. It doesn’t yet interact with Current Effects on individual player sheets, but I think that’s coming soon.
The death and dying and so forth info all reports to the public chat.
The button for taking a breather (10-minute rest) now reports differently if there are no dice eligible to be improved (in which case you can save 10 minutes) or if no dice improve (bummer!)
The Current Effects trash can works again.
Feat types now have letter codes instead of color codes because somewhere on my list is color-coding dice by how “damaged” they are.
Next, though, I’m building the basic pregens and making them part of the rule system module so that they are easily accessible to support drop-in players.
Next steps:
Got the mid-level and low-level pregens built and stored with the rules.
Fixed a bunch of little bugs with the containers and made the editable.
Fixed all (I think) the die rolling so that works with Foundry’s dice roller—if I install any of the 3d rollers, it should make some crazy fun pools of dice streaming across the table!
Color-coded the existing dice so that there is a visual clue as dice get worn out. (Max dice stay the same color)
I think the next piece to do is tying the time tracker to the current effects listed on character sheets and making it possible to drag effects from the chat onto a character sheet. The basic idea is that you have Invisibility 1d6/One Turn, then when the GM clicks that a turn has gone by, the d6 should roll and the invisibility die go down if it rolls a 6. But that is for another day!

This evening was mostly about cleaning up the css file. I made a few color changes, but mostly got things organized so I can eventually get with a designer to make this look good.

I also got the GM time tracker to roll the effects on the character sheets. That should be exciting.

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