Hello again! I just wanted to let you know that the newest version 1.6.1 has updated the buttons on the visual editor to include paragraph alignment buttons! Check out this post for other minor changes in the new version: https://alamantus.itch.io/feather-wiki/devlog/547439/feather-wiki-version-161
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Text alignment looks like it should be easy enough to add without adding too much to the base size! I've created a request ticket on the project so I can keep it in mind when I'm working on the next update!
As for GIFs, that should already be doable in exactly the same way as adding a regular image! Just get the image URL where the .gif file lives and add it as an external image. Unfortunately adding the ability to have an internal GIF image would be a bit too much for Feather Wiki to handle since they tend to be so huge. What you can do, however, is put the .gif file in the same folder as your wiki's HTML file and reference "./mygif.gif" as an external image (where "./" refers to "the same folder as this HTML file").
And video embeds are all so wildly different that it'd frankly be impossible to handle them all—those you'll unfortunately need to just add using HTML by yourself... Sorry about that!
Hey there, thanks so much for your kind words! I'm so glad to hear you like it and it works well for you :)
Updates are somewhat slow, but please let me know if you ever run into any issues with the app or if you have any features you'd like to see added or created as extensions!
Thank you for playing! For the demo, I actually did reduce the number of cards in the deck, which I realize might have been a mistake—while developing, I was using a 68-card deck instead of the 40-card deck in the demo. I think going back to the original number will help a bit with the trouble of running out of cards. Either way, I think you're right; it would be fun to have extra cards lying on the ground that you can pick up to add to your deck, and maybe even have a deck refresh that re-shuffles your discarded cards into the pile!
In future versions of the game, I will be adding the Minotaur, which will move directly toward the player when the deck gets down to 15 cards remaining. When the Minotaur catches you, it's game over, so that will prevent the game from simply ending when you run out of cards.
I get this simple error with a window title of "Fatal Error" on Windows 10 when trying to launch the exe file. I know it's just a prototype at the moment, but I wanted to let you know in case you weren't already aware. :)
Anyway, I'm a big fan of Sky Rogue, so I'm looking forward to checking this out!
The Mega Man Legends nostalgia is hitting super hard with this, and the improvements over that series are wonderful. I really hope development continues smoothly so it can get all the care and polish it deserves! Keep up the good work! :)
Wow, thank you so much for taking the time to not only read through but also leave such detailed feedback! I can't express how much I appreciate it! And I'm so glad you like it, too!
One of the projects I had in mind was to write what I tentatively titled the "GUTS+: Tome of Helpful Examples" that would do exactly what you asked, but I haven't been able to dedicate time to it yet. A table of unique qualities would definitely be a good thing to include, though. It's typically just something about your character that doesn't necessarily always have a clear function.
Here are a couple examples for you in the meantime: one of my players is playing a handiman and two of his custom qualities are "Electrician" and "Woodworking". So far, he's used Woodworking to get additional dice for hacking through a wall and and Electrician to try and get any advantages possible on nearly anything with wires. Another character is an American football player fresh out of high school who has the quality "Big-Boned", which he's used to his advantage tackling people in combat. Yet another player's character is a ranch hand who's good with horses and is obsessed with the paranormal/cryptids, so his qualities are as vague as "Horses" and "Cryptozoology". I've allowed him to use Horses to try to interpret any animal interaction and played off any failure as "well this animal is nothing like a horse" and Cryptozoology has similarly enabled him to interact with things that aren't animals in a similar way or to see if he's heard of anything like the unknown creature before.
Thanks for your kind words! Yes, doubles came about to combat the inevitable bell curve that adding more dice to this particular system would cause. And thanks! I'm pretty happy with the Assistance system in that regard, too! It's not super reliable, but it rarely hurts to try it and when it does work, it can be pretty helpful! I'm personally a fan of when your players come up with excuses for which qualities could be helpful and how they're helpful lol.
I'm glad you found Essence well explained! I tried to do my best to make it understandable, so I'm glad it worked out. The thing about Essence as it currently exists is that Essences can't really combine or mix, but I do get what you mean about maybe there being some kind of interaction when they touch... I'll have to think about that! I'll at least add something to the GM chapter about considering what might happen if different Essence types interact. As for multiple Essences acting on a single object, as a GM I'd say it depends on what the action is. If 2 Essences are trying to Push the same object in opposite directions, then I would personally require a Contest roll using the Essence quality to decide who prevails, whereas 2 Essences trying to manipulate someone's memories or feelings would just compound. If those memories or feelings were conflicting, then the GM should describe what that conflict of "this happened and it didn't happen at the same time" would feel like in the unfortunate target's mind, or maybe one affects it slightly sooner than the other so it's a very quick sequential change?
Anyway, I've just written an equally long response! Thanks again for your kind words and for reading through the rule book at all! It really means a lot, and I appreciate it. I hope you have fun if you and your friends end up using it! :D
Hi! I sometimes like browsing the top games while I'm at work (don't worry, not for a long time or anything lol) just to see what's popular, but most of the time the most popular games are horror games with imagery that I don't necessarily want on my screen at work (nothing raunchy of course, just spooky / stuff I don't want to have to explain to nosy co-workers). It would be great if I could choose tags and/or genres to exclude from the display list while still seeing any others!
I'm sorry in advance if this is already a feature and I just didn't see it, but that would really improve my browsing experience on Itch! I know I can filter by a specific genre or tag, but this is a request for the opposite feature.
That's super weird, I'm not sure why Firefox is just outputting an empty PNG. @watabou says below that he may add a proper export button in the future if he continues development, but in the meanwhile, you may need to install Chrome to save it without just taking a screenshot.
You can right-click and choose "Save image as..." (or something similar) in most browsers! It'll export the whole dungeon, including the title and text at the top.
If you change toggle the notes off/on and repeat the image save, you can create a DM copy and a player copy!
I did it! I just submitted SKATER+ with the word count coming in at 5248 words! Just over the required 5000!
I'm happy for that 5000-word requirement, though—it forced me to create some rival characters and flesh out what they're like and how their SKATE+ stats reflect who they are, hopefully providing a good pool of examples for people trying to create their own skaters.
I was able to playtest the game tonight with a group of my D&D friends, and it went really well! We were able to talk through modifying energy restoration and making sure that there's always some competition with areas. I also need to add some details about bonus points from special flourishes as well as modifying how many points different tricks are worth!
Either way, it was really fun and they all enjoyed it, which is a huge win for me!
I've got the character cards and skate park pieces designed! They're pretty simple, but that's kinda essential for game jams :)
The GM builds the skate park out of these pieces in configurations from 2x2 up to 4x4 (repeat pieces are necessary for 4x4)!
Alright, so I'm running into my first problem: The rules are almost complete but I'm only at about 2000 words.
I guess I need to start writing some skate park lore and some general story hooks? Or maybe I can just over-explain some of the mechanics and give lots more examples?
Let's see if I can do this!
I just made a cover and I've been getting going on getting the rules written! I'm pretty excited about it, but I hope the theme (particularly the slang) translates well enough for the others in the jam!
So the GUTS+ System is my RPG system that features custom stats and a special die rolling system with d6's. This game will use the die rolling system and main gameplay rules, but everything else is skater- and skateboarding-themed!
You and your crew are skaters taking on either each other or an opposing gang of skaters to do the sickest tricks and rack up the most points in the skate park. Set up your SKATER+ stats: Slide, Kicks, Attitude, Tricks, Energy, and Recovery, plus one custom stat that makes your character stand out from the rest!
I have some ideas for how play will work, but that's my basic idea! I'll try to post here about my progress. Hope this idea works for this jam! If not, I'll figure something else out.
Hello! I'm Robbie, and I've been playing Dungeons and Dragons for about 3 years now. I've also been developing an RPG system of my own for more than a year now called the GUTS+ System. For this jam, I'm thinking of creating an adventure module or something like that for GUTS+, which should be a big challenge for me considering that my only ideas for adventure modules so far are either way too big for me to even think of working on before I get more skilled or have already been written and would probably fall outside the scope of a game jam...
Anyway, I'm looking forward to giving it a shot and I'm excited to see what everyone comes up with!
The GUTS+ System
An easy-to-use narrative-based RPG system where custom stats based on your character's personality and background determine the outcomes of actions.
I've been working on GUTS+ ("guts plus") for the past year, and I really like how it's turning out so far. It stands for the 4 base stats plus the custom stats your character has. To determine if something was successful, you roll as many d6's as the stat you are using to roll, so if your Gumption is 3, you roll 3d6. The value of each die is then weighed against a success scale, with 1 being a horrible failure where something goes wrong and 6 being a great success where some extra good thing happens, and the GM determines the outcome!
I also developed a magic system from the ground up that (I think?) is completely unique! It's optional, so you don't have to use it if you use GUTS+, and you can even use your own different magic if you prefer, but I think it's pretty interesting and fun!
All the rules are freely available and do a much better job of explaining than I'm doing here, so go check them out! They're not a very long read at all. :) If you want to see a GUTS+ campaign in action, I have one that I'm running that you can read along with if you want here: https://www.rolegate.com/ref/Alamantus/mother-earth-guts
Oh dang! Thanks for letting me know! I wasn't able to test the Linux or OSX builds, so I was just trusting Unity to build them correctly...
I don't know when I'll get a chance, but I'll try to debug the Linux build! What distro are you using? I believe Unity targets Ubuntu specifically, so that might be part of the issue?
@Adam Pajor : Yeah, sorry about the reloading. I have an idea of how to improve that, so hopefully it'll work when I have time. The music is by the amazing Paws Menu! Go check out their stuff: http://paws.bandcamp.com/music
@PhoenixBoltS : I'm glad you were able to figure it out! When I have more time, I'll also try to add some in-game instruction so it's not as confusing.