@Thenomain said in Project X:
@Arkandel said in Project X:
How would you implement places on a web interface?
Something similar (but better) than folders in a list-view, with or without the expansion arrow. You create an embedded window that until you 'join' you can only see the people there. Once you join, you get a secondary discussion window, a "spawn" if you will.
That's a good take. I need to figure out how to do these things without sacrificing screen space for them - maybe a hideable panel.
Basically the way I'm doing it so far is container-based and (at least unless I figure out people are really into that) grid-less. You don't need to know how to get from A to B; if B is a viable destination for you - basically if your character/group is eligible to go there - you can pick it from a sortable list based on its tags, or just right-click on another PC and pick "join" then... there you are.
The way I'm doing it, a "room" is the most basic of places you can be in. It contain 'places' of course, but it can also contain other rooms; so for instance you can create - and there's a web interface for that, else I'd go mad - a "bar" which is just that, or you can create a "mansion" which can have a "reception area", a "dining room" and "stables".
This just gives some future flexibility for stuff like, say, creating powers that let you spy on what happens in other rooms in the same vicinity. Maybe. Anyway.
The challenge here is figuring out how to depict all this in an intuitive way, and not have a bunch of random shit take up precious space where poses should be flowing.
The other question is whether a grid is necessary (okay, 'wanted') at all. From a technical POV it's not so hard to link rooms together, and although I personally care little for grids, I do want this to be open enough to be used by others in the future.