Thanks to extensive help here in the forums and Joel’s how to videos, I’ve created what I believe is fully functional module for the Vento Nuovo game Blitz in the East (with the designer’s permission). I plan to do more to this as I learn more advanced features, but I believe it works as is. I have some questions that aren’t essential but would help.
The cards have the Send To - Deck trait, which works fine. However, the place in the board the cards are sent back to is slightly different than the starting location of the deck when the game is first started.I’ve tried like crazy to figure out how to use reposition stack and coordinates to sync them up, and failed. The deck is a zone in a multi zone grid. If anyone could help me figure that out it would be nice.
When finding graphics for the buttons, is there a repository of those to choose from somewhere? Also, if I want to make some myself, what are good sizes for those graphics when I create them?
I’ve only just barely started experimenting the offset settings for stacked counters. I’d appreciate any advice on what settings are best. I think currently it is functional but doesn’t look very nice.
I wonder if anyone has tips about how to improve the look of my counters? I think they’re pretty good, but especially when stacked seem like they could be improved.
I’d also appreciate tips on how to better organize the module’s counters.
Finally, if anyone is interested in looking at the module and giving me feedback, I’d really appreciate that. I don’t take feedback or suggestions as criticism, I’d like to hear anything more experienced designers have to say about this.
The module is coded with the campaign setup as a startup option. I don’t think I need to include that .vsav file independently, but in case I’m wrong it’s in there.
Thanks again for all the help so far,
Chris
EDIT: I pasted a new link, i don’t think the first one worked.
I created my own inventory over time. I usually use 30 pixels high or if not a lot of buttons 40px. For players playing on small laptop screens I try to keep the top menu bar from doubling or tripling up.
IMO it all depends on the size of you counters. the bigger the counter size more offset need.I would say the default offset is for about 60-75 px counters.
That is all personal preference. try asking in a forum whats better NATO symbols or silhouettes, then duck.
Now that vassal has comment fields and folders Use Them. I also try to use prototypes as much as possible! it makes changes and editing much easier.
I would be glad to take a look at your module.
Here is a picture showing part of the prototypes for ‘The Last Gamble’ module. Its one of the more complex modules I have done.
One thing I noticed for my old eyes.
Disorganized and out of supply didn’t really stand out. They also seem to be in the same spot on the counter. Can a unit be both disorganized and OOS at the same time?
I like your counters I usually don’t spend the effort to round the corners.
I am guessing the physical counters are laser cut, and the cutting will be done on the inner markings of the pieces
That is a pain making modules trying to get vassal friendly images. I am always having to guess where the final (physical) edges will be.
I would have used prototypes more.
Overall without knowing the game and trying play it. It looks excellent, especially as a first attempt.
Try to get people to play the modules and give feedback. until the module gets used by a various people you never know what they will want.
Personally my spelling sucks & vassal doesn’t have a spell checker. ALL my module will have some misspelled words.
The group I usually play with (and helps test modules) have preconceived notions and know how I make my modules. I always look for new victim, with new points of view.
That’s all excellent feedback, thank you for it and all your other help. The Disorganized / OOS thing is a problem. yes, units can be both. I originally shrunk the size of those pieces so they didn’t cover the module, I have to resize them. IIRC, since they are markers, they can’t be rearranged on the counter when they appear? I’ll look into that.
I’ll also work on better using prototypes. In fact, I think that the above problem might be best addressed in that way. This isn’t a widely played game (thus, I am making the module) so I’ve not found players yet, but I’m doing a solo game and I’ll see what else needs tweaking.
My next project is likely to be much simpler, it’s a simple and fast playing air combat game. I’m looking forward to that as well.
Again, thank you for all your well considered feedback.
You’ve done these as Layer traits. Each has no offset defined, so they appear dead center relative to the game piece. Instead, you can play around with the offset of each so they get shifted towards a different part of the base piece and don’t overlap each other. But you are correct, that’s not something that can be modified at run-time by the user.
Just be careful. Doing the modules can be addicting. I now spend more time making/modifying modules than I spend playing games.
The prototypes are for me, player will never even know they exist. but if you end up going back a couple of times, they will save you tons of time. For the Air & Armor game I am supporting play-testing on, I am on version 51 of the module. Prototypes have been a lifesaver
Yes, I can see the addictive thing. I finished this which I made basically so that I could use it to play a game that I don’t have time to play on the table top. But I already want to just make another module instead of play the game…
I just made sense of what you said about the place the physical counters are cut to, I might experiment with resizing them and see if that looks better.
I’ve figured out prototypes that work for the units. I don’t need to add them in to this module, they would have made the initial design easier though. And should make future modules go faster.
And, I fixed the disorganized / OOS marker situation, or at least improved it.