Author: Miah “The Boss”

  • Current engine status and UI Changes

    As I am learning the ins and outs of player saves vs database tagging saves. I have decided to Re-Architect the way players play the game…

    I want to share the STATE of the project as it stands… because I broke it LOL no seriously I am working through FEATURES and bug fixes that I have identified… But here is long video of the current state of the ENGINE.

    Now the UI changes… First a player must log in… This is NOT to collect player information its to assign player save data to a player… I cant just do it by player sessionID like I was trying to, this is because the session id gets blasted (erased) everytime the player closes the browser and flushes the local cache or cookies and there is no permanence to the player state SO I had to create this data and pass it into the database.

    So I have ripped out the log in from the Chimerapocalypse table and GENERIFIED it to use on the VTT (Virtual Tablet-Top Engine). This way I can let the players have a SINGLE point of login and they can save multiple game slots… Think of any console game, you start a game – save at a part of it and pick it back up later… I am trying to replicate the Balders Gate 3, save states and multiplayer process… You start the game and SHARE privately or MAKE it public and let the masses raid the game! So to accomplish this I have to store the game state data into an online database NOT a local browser file. SO

    Step 1 LOG IN

    STEP 2 Select SAVE slot.

    STEP 3 LOAD it

    Couple of things to note here…

    1. The player pins dissappeared and the D-PAD crashed
    2. The player got a GLIMPSE of the map before it finished loading…
    3. The load in was fast and I like that…
    4. I dont like that the players get a map selector on the TOP of the game.php if a map is LOADED from a session that should not be there. BUT if its not the players are kind of stuck with what I give them… I am NOT sure if I want a SINGLE whole world or individual instances for players and their groups… This is where we have to decide if we want a mMOTTRPG (miniatureMultiplayer Online TABLET-TOP ROLE PLAYING GAME) or an MASSIVELY MULTIPLAYER (MM) OTTRPG…

    I need to work out more on HOW I want to accomplish this… I think I want to do it like Baulders Gate 3… One player STARTS a map and INVITES people join it… I save it to the database… Each player can either PLAY as a single play or multiplayer campaign… BUT the experiences MUST be completely different – I dont want players SHARING – HOW DO THIS… If the mission is to kill X and collect Y I dont want X or Y to be the same for people doing single or multiplayer and I dont want X or Y to be the same things AT ALL… One game it may be kill boss named Burt, the other may be kill boss named Ernie and they will NOT be in the same place. The game should be random enough that players have a COMPLETELY new experience EVERY time they play on the same map AND they should be EXCITED when others release maps to play on because the logic experience will NOT be the same for everyone… THE – MAP should be the only consistent thing, non changing thing the map. Then WHEN a GM makes a GAME, then I want players to be able to play… So the PIPELINE is player > server –< 1. Pick existing campaign, 2. Start a new game. (here is where the software rebuilds the map and changes the criteria for success). Then the player starts which ever > server auto saves the sessions and asks to change slots if its NOT the same map an session the player was previously on. This needs to be done gracefully before we move to the next phase.

    OH YEAH… I almost forgot…

    I REMOVED the GM_MODE button so PLAYERS who are NOT flagged as a GM in the database CANNOT see the GM_MODE button…

    This is to prevent any player who may have the GM mode password from fucking with peoples games.

    In MMORPGS there is a single log in and everyone is in everyone elses games… in MY game I want it to be you START a game “MAP” and you can have anyone join it that YOU invite or leave it open and they can “Drop in” to YOUR game at YOUR story point. AND break the GAME apart by chapter and let anyone play ANY chapter with WITH anyone they want… the MAPS should be every changing and the STORY should function like a CHOOSE your own adventure book… With DICE controlling the outcomes.

    Visually speaking I think that a SNES top down Zelda STYLE is more appropriate than a FULL on World of Warcraft or Call of Duty 3d game… those are TOO complicated… I want SIMPLE to play, EASY to pick up and ENDLESS dynamics… ALL with a player controlling it like a GM or a party member…


    These are what I am about to implement this weekend…

    Narrative & Environmental Alterations

    • Introduce a new pin-custom_asset configured with a data-custom-tag="dialogue_event".
    • Intercept this pin inside the checkItemCollection function so that stepping on it immediately halts player movement and triggers a dialog prompt rather than a standard scavenging event.
    • Tie specific dialog outcomes to global map updates, invoking walls.delete(c, r) to clear paths or walls.set(c, r, '#000000') to spawn blockades, followed instantly by renderWalls().

    Democratic Voting Protocol

    • Upon triggering a dialogue node, broadcast a request_vote payload through window.vttSocket to lock all player D-Pads and display the dialogue choices.
    • The Host (Arbiter) collects submit_vote payloads and tallies them against the active roster, explicitly ignoring SPECTATOR clients and characters with an incapacitated status.

    Tie-Breaker System

    • If the Arbiter detects an even split, it randomly selects one active playerId and broadcasts a tie_breaker_assigned event.
    • This unlocks the .dice-ui-wrapper for that specific player, prompting them to click btn-flip and trigger the coin toss video (0001-0170.mp4).

    Core Dice Mechanics Integration

    • Movement: Hijack the triggerNewRound function to require a D4 roll (videoSources['d4']). Add the resulting integer to the party’s vttEquipment.feet boots bonus to establish the player’s data-moves for the round.
    • Combat Strike: Suspend the combatStrike() logic to require a D8 roll (videoSources['d8']). Append the player’s weaponBonus to the dice value before subtracting it from combatHostileHP.

    Arbiter Override (Disconnect Protection)

    • Whenever a roll is prompted, the Host begins a silent 12-to-15 second countdown to match the dice video’s playback duration.
    • If the active player drops and the timer expires without a websocket response, the Host script intercepts the action and generates the surrogate Math.floor() value locally.
    • The Host automatically fires a POST request to dice_roller_2.php containing the disconnected player’s character_id so the game_rd_results table maintains a pristine ledger.
    • Finally, the Host broadcasts this generated result via window.vttSocket, forcing the map or combat sequence to proceed without stranding the remaining players.

      THIS has been a NIGHTMARE – because I am TRYING to SPLIT the engine into 2 different PARTS – GAME_engine_LOGIC.js and GAME_engine_UI.js 2 part of the engine that are completely separate pieces of a puzzle.

      Anyway I will update again soon when I have this stuff worked out.
  • Project.MiahsWorks.com

    Organize and operate! Look you can eat an elephant if you take 1 bite at a time. That is what I am currently doing… no not eating an elephant… I am organizing my projects… I have spent about 6 months on this TTRPG project and its a beast, I LOVE it… I can create an ENTIRE game in the game now… Story > Map > SUB MAPS > ATTACHED MAPS This is a HUGE leap forward, because NOW a campaign can be multiple zones. But I am CURRENTLY struggling with the SAVE logic… Right now you must enter GM MODE to create a map… But SAVES to that map are FAST and synchronized to who is PLAYING the map, this became an issue because ONLY GM MODE can save over a map, sooooo I need to split that saves into new tables and this is a problem because each maps data is spread across multiple database tables… So I need to create a stored procedure to CREATE NEW tables with the PLAYERS SAVE DATA and attach those SAVES to the players… ONLY PROBLEM IS THAT THE DATABASE IS NOT BUILT FOR THIS RIGHT NOW…. There is a user login and authentication process but its developed for the GUI NOT the back end logic for map saving, so I have to architect that whole process out then engineer it down condense it to logical steps then BUILD the damn thing AGAIN… This may be an over complication on my part but until I sort THAT out I am kind of stuck… NON logged in players can PLAY READY TO PLAY MAPS… They have to use the characters the GMS have built in… “Survivors” or other characters… AND those games cant be saved, You play to test and just see what its like… THEN IF ITS A LOGGED IN players, THEY SHOULD be able to save a map named whatever they want to that is BOUND to their PLAYER ID, BUT I dont want their saves available to OTHERS who are logged in OR to NON logged in players these are PRIVATE saves for the REGISTERED PLAYERS… Then there is the WHOLE GM thing… They can build, save, update on the fly… Its wrangling kittens under a disco ball being hit with like 20000 laser pointers! Kinda can of worms to me, RIGHT NOW… but my brain may just not be in the mood to mess with that particular problem yet… Anyway I have set up the NEW domain and a NEW wordpress blog site to track those OTHER projects… like code fighter II – LOL I love that one… MalenasMedia, Fam-Plan, Abdomibal Snowman (Yes you read that right), and any other project I think up in the near future. Give it a peek to see what I do when I can do it.

  • Busy Busy Busy…

    Man, even though most of my days I can’t function, I have been doing a good bit this past week.

    I am taking a break from the Virtual Tablet-Top Game that I have been building as I am assessing new “stacks” to move forward with it. I have built everything I got so far, with and in various tools, BUT I ultimately I have had to STRIP it all down and rebuild a few times, to get what I wanted – so NOW at this point, its all custom but I am learning that even with the bare-bones, bare-minimum, lightest weight I can think of modelling (art, data loads, synchronizations) I am still having timing issues due to file bloat.. For the SIMPLE games that is one thing but for the VTT its a HUGE issue because players can ADD so much of their OWN stuff. It works GREAT in single player mode… But, I NEED MULTIPLAYER!!! I want people who want to geek out with their friends, THEIR WAY! To be able to… And I want them to DO IT the way it makes SENSE. I am VERY VERY close to making it a total reality.

    So, I am taking a quick break to evaluate the pros and cons of various PRE-BUILT open source gaming engines. Phaser.JS, Babylon.JS and Unity. I THINK I have landed on Babylon.js. I have learned that the INDUSTRY standard is TypeScript NOT Javascript… Which isnt too different so far from what I gather its just tighter control of data types and NO loose variables. Which I prefer anyway, I dont like in line declarations of HEY THIS IS A NEW VARIABLE! I prefer a STATIC list of KNOWN variables, in SQL I always listen them at the top of my stored procedures, i. Php i usually keep a config.php that has them… NOTHING LITTERED IN THE SOURCE CODE that might change as needed to lost in the wild wtfs … Just for example in Javascript and Python you can just make a variable ANYTIME and ANYWHERE… this is great for simple code, but when you get into 10000 lines or more and some jackass just created a variable that is IN the mix somehwhere that is populated with a data type mismatch vs your database and the application freezes when you try to do something and can’t figure out why the database says GO THE FUCK AWAY WITH THAT SHIT DATA! ITS NOT GOING IN HERE! and the front end just STOPS… Now you have to sift though hod knows how much and try and figure out what is what… THAT SUCKS!!! Declare ALL variables and constants in a data dictionary. So when you have to MAINTAIN it you KNOW what is what.

    So I decided that

    https://www.babylonjs.com/

    because of the “PLAYGROUND” https://playground.babylonjs.com/

    That is slick – I like that I can code and see it immediately without the write/check/upload/load etc etc process of traditional development.

    So babylon is what as what I may move forward with since I have been hammering this Javascript garbage into my skull lately… I learned it in 1999 but I honestly have not touched it in like 24 years… as I have really just needed MS SQL/C# and MySQL/PHP, and python have been my tools of choice the last 2 decades… I focus more on DATA handling and DATA management which turns out is the HARD part. The FRONT end is more like a playground to me than a WORK area, which is great its a lot of fun for me. That being said I decided it was time to build some refreshers for myself and dig in DEEP with Javascript. SO I built THIS game… There is 2 MODES training which gives you all the time you need to assess, and think about the problems OR active where you are on a timer and EVERY selection you make MATTERS.

    If you wanna play it – Give her a shot at www.miahsworks.com/codefighterII
    Don’t sue me for using crappy audio samples I found all over the internet… I have no idea where the bytes came from I just thought they were hilarious so there… more Parody… I tweaked it a bit and made the fighter and professor portraits a bit larger and rectangle… so they are easier to see on mobile and I didnt feel like re-doing the videos. I am reviewing all the “problems” and card solutions to ensure accuracy LATER for now I used AI to generate the table data cause I am too lazy to to write it myself – And if your the lazy “unproductive” https://www.youtube.com/watch?v=HwU1Jiit4hI YEAH YOU! Don’t give me that shit about ooooh ai steals from content creators LOLOLOLOL you mean any retard self centered enough to aim a camera at their face??? blah blah… Hey, at least I will admit and acknowledge when I dont want to do the “WORK” you sorry sack of shit.


    CodeFighterII This is a fun INSULTING way to learn to code… and in all my stupid life, If I learned ANYTHING at all – It’s this…

    This is a Painful truth… Nobody likes to LEARN anything, its frustrating when you are not a savant and you have to be NORMAL and try and fail and try and fail and try and fail… MOST people collapse and cry ITS SOOOOO HARD… I DONT HAVE TIME, I GOT SOOOOO MUCH GOING ON… Fucking LIES… ALL EXCUSES TO STALL WHEN YOU NEED TO STOP BEING A BITCH AND DO IT!!! When they dont catch onto and learn something IMMEDIATELY like oh I am a fucking genius… They cry and make excuses instead of EATING THE PAIN… The process is actually pretty simple… IF YOU WANT TO LEARN WHAT WORKS, YOU HAVE TO KNOW WHAT DOES NOT FIRST (Everything is hard until it IS NOT)… This sucks, but its true… You will learn faster if I call you STUPID when you are wrong and say 1+1=3 or 1+0=5… And then you think to yourself FUCK THIS GUY HE’S AN ASSHOLE! That emotional slap in your face is the CATALYST that forces you to UNDERSTAND and question YOURSELF until you stop questioning yourself… Think of it like the SWEETEST momma kitty, loving her kittens, until one day she starts PAW slapping the fuck outa the kitten that keeps trying to suckle at the teet… That kitten gotta learn its – TIME TO LEARN… and momma kitty cant just say no – nicely, THAT SHIT DONT WORK… You gotta SLAP THE SHIT OUTA THE KITTEN SO THEY LEARN… Sure they think – WTF MOM YOUR SUPPOSE TO LOVE ME????… and mom says I do, SLAP SLAP SLAP! And she says I know – this hurts but, its for YOU… The kids and the world MOSTLY need hard lessons to teach COMMON SENSE more than memorization, some are just fine with the words, “Hey, dont do that” – But MOST people need that SLAP IN THE FACE… because they think they are right when they are too fucking stupid to know what they DON’T know – There is more to learning than reading and recalling, any monkey can do that if they see a thing enough times and repeat a task enough times… THAT is not learning that is TRAINING… Learning is understanding 1 apple plus 1 apple is 2 apples… NOT 1 APPLE + 1 BANANA IS 2 APPLES… Intelligence Vs Information Vs Practical application. You can know every detail about every thing but if you dont UNDERSTAND those details AND you cannot make yourself DO WHAT YOU MUST DO to UNDERSTAND them, they are nothing more than meaningless specks of dust in an infinitely dust storm of information.

    Anyway I ramble a lot, cause thats me… Give the CodeFighterII game a try – I think its a FUN way to learn to code and CONDITION the brain – in my opinion… It teaches SYNTAX, FUNDAMENTALS, Stucture, Library application, and more. I am pretty proud of it. And I WILL add Languages and more funny sound effects as I can.

    OH, the battle music… People keep asking me about it… So when I was about 10 years old I played a Nintendo Game Called MIKE TYSON’S PUNCH OUT… AND IT SCARRED ME FOR LIFE!!! CAUSE THE DYNAMITE UPPER CUT WAS TOO FAST TO DODGE, Thank you Iron Mike… I always loved the fight music in the game so I sampled it and put it into my game as the combat scene background music its a simple MIDI but damn it fits so I borrowed it… Here are some of the sound effects you will get when you mess with the professor…

    I have a ton more but these are some fun ones…Here is some of the art work I had to cut out and clean up… with my MEDIOCRE Gimp (art tool) Skills LOL
    First, I made several images of our CODE HERO! I needed some Hit, Miss, Idle, Attack and Success and Failure images. (I will replace these with FULL on Animations but for now the static images will work)

    And some for our VICIOUS PROFESSOR… I want what I imagined what a mean ass “sci-fi” teacher + super villain might look like

    The UI is what I am working on now and the database to organize the “challenges” by tier… I dont want a noob in something like SQL getting discouraged by accidentally starting with DML complex joins and filtering when they dont know anything about DDL first. Baby steps… WHILE STOMPING ON THEM TOES!

    The files are pretty lean, I need a register, log in, (Index) It handles database authentication and session establishment, then scene presentation… combat SCENE, WIN SCENE and FAIL SCENE That’s really all – That’s it in the FRONT end… The back end is where all the magic happens… The “challenges” data is all stored that is the problems and solutions, I didnt say QUESTIONS and answers because that not WHAT coding is. It’s really SOLVING problems. The front end is just a dummy terminal as it should be, because we dont want any NON sanitized interactions taking place… NO YOU CANT GIVE ME ANY DATA… I WILL GIVE YOU CHOICES OF THE DATA THEN I WILL HANDLE IT… Why?? Because I dont trust you… So we keep the front end AS LEAN AND CLEAN as possible VERY few buttons and VERY few operations. Ajax captures the data pay loads and transports them back and forth to the database across the conn.php wire and its all updated visually for the player to see and enjoy. EASY PEASY!

    I am agitated that I learned and have KNOWN how to do the hard part for decades. Data flow – Data management – Data integrity… THAT is the hard part. The visual stuff is time consuming but its not difficult so that seems to be a real thorn in my brain as I create these games.

    I gotta get back to studying so GAME TIME!

  • Daily work post Aug 23 2026.

    I decided to post daily things I accomplish. I wont call it work because I am barely breathing and its mostly here and there spotty development time NOT NOSE to the grindstone. Hell I am mostly sleeping or in so much pain I cant function. But today I did good…

    Server & Deployment Stabilization

    • Diagnosed and resolved a fatal Node.js server crash on the GoDaddy PaaS beta by identifying missing dependencies; generated and uploaded package-lock.json to successfully trigger the npm install build step.
    • Restored real-time client synchronization by updating the inline WebSocket endpoint to the new GoDaddy app URL, completely avoiding further DNS conflicts with the main website routing.

    Data Sanitization & Security

    • Built and implemented a client-side “Bulletproof Emoji Resolver” (resolveItemIcon) to dynamically restore 4-byte emojis that were being truncated to ? by standard MySQL UTF-8 encoding.
    • Hardened the client against XSS injection by adding aggressive regex sanitization (.replace(/[<>]/g, '')) to the item resolver, ensuring the front-end mathematically destroys malicious HTML payloads before they touch the DOM.

    UI & CSS Optimization

    • Fixed the PC vs. Mobile footer overlap by applying a CSS transform: scale(0.65) to the D-Pad strictly for desktop views, retaining the 100% touch-friendly scale for mobile.
    • Standardized the bottom global coordinates and added an opacity: 0 !important fade animation to safely slide out nested columns when the D-Pad is hidden, preventing tacky overlaps with the bottom banner.

    Game Logic & Real-Time Sync Fixes

    • Resolved the “ghost item” re-trigger bug by abandoning display: none DOM deletions (which caused DB sync loops) in favor of an is-consumed CSS class that drops items to 0% opacity and disables pointer events.
    • Created and wired up a new broadcastDeletePin Socket.IO function to instantly sync invisible/consumed item states across all clients in real-time, masking the 200ms database auto-save latency.
    • Patched multiple JavaScript race conditions (classList of null, learnedSkills of undefined) by adding early-return hard stops to the combat render and enemy execution loops, preventing the engine from crashing if network latency ends a combat encounter asynchronously.
    • Cleaned the monolith file by removing massive duplicate JSON loops and redundant variable declarations generated during previous saves.

    Architecture & Planning

    Established the roadmap for ripping out the old WordPress shortcode logic (coin-flip/d20 mechanics) to port into the new, custom-built standalone web application for leaner session management.

    Documented the precise, code-accurate Data Flow for the upcoming database integration phase (Auth âž” Map Hydration âž” Client Assignment âž” State Sync).

    Cataloged the absolute separation of Player Tools (Default View) vs. GM Tools (Authenticated View) based on current DOM logic.

  • The GM engine!

    Man, I’m super proud of the progress I have made with my game… The GM module has become quite a powerful tool.

    The concept has evolved a little but from the original design.

    The game is a primarily a table top rpg, managed via a website/blog/comment operations. Players TEXT the game what they want to do… The software strips out the text and splices it into automation that is executed via bot IN the video game. The VIDEO game actions are narrated into TEXT for the table top experience. Video <-> Text… The main “game” website is an over arching BROAD story lives this can evolve into success or failure, or be reset and start fresh. I use Ai to generate sub campaigns within MY over arching story simple missions and maps with directions to completion. The players either ACCOMPLISH MISSIONS OR FAIL THEM, and EVERY SINGLE ONE IS MEASURED… If there are more ACCOMPLISHMENTS than failures then the story will progress POSITIVELY everyone may survive and live to participate in the next chapter (chapter1.chimerapocolypse.com, chapter2, etc etc etc) If there are MORE failures then the story will progress NEGATIVELY… This means if players treat the game poorly and they troll and fail, they can KILL EVERYONE, IF there are more winners and successes the story will progress to everyones survival.

    Each “campaign” is intended to be about an hour solo, SOME will be able to accomplished SUPER FAST… But some might take longer with more players in those missions, BUT not months or years long dredges if your group of players has a dedicated play time you can save and reload the game preserving EVERYTHING. The campaigns are online front facing, so people can play at their leisure, via text, action oriented in a Legend of Zelda style – 2d SIMPLE, TOP DOWN view OR on a dedicated virtual text story like a table top RPG… My GM engine I have built allows a person who WANTS TO RUN a game the tools needed to without having to memorize 50 years and 20,000,000 books of stupid rules in a FICTION GAME CONCEPT… Some of the cool features I have built are…

    1. Object extraction and implementation. I scan the AI story that is generated and the players comments for “objects” those are then stored in the objects database table… they are then searched online for objects descriptions and aspects… the object data is passed to an image generator to create a 2d icon or emoji for it, and the icon and date is shoved into the object table and those objects became assets available for the GM to use INSTANTLY, THE AI TO DESCRIBE AND PLAYERS TO INTERACT WITH. This is a fully automated process.
    2. Dynamic mutating enemies… my software defines mutated dna and randomly combines dna info to create random new hostiles. With random skills and random stats. Essentially the same process as above. Mutant flying squirrel + fire bombing bug = flame farting flying bomber rat… rabid chicken + sneaky attack cat + scorpion = ninja assassin venom scorpion. I have no idea what will be created… And THE NEITHER WILL THE PLAYERS.
    3. Scalable virtual grid applicable to any 2d image. With border design restrictions and smart aggressive enemy AI… every few moves ALL monsters on the board will move toward the nearest player. So don’t stand still.
    4. doom clock… to ensure that campaigns end in reasonable time i have implemented a TIMER… this timer is intended to force the players into a win or loss state for that campaign session. Do not think of campaigns as the WHOLE story, that is the STORY OWNERS job to write that. AI is only used to generate creative text, leverage the players input data to forge new items and direct game play NEVER TO THINK FOR THE PLAYERS OR THE GM.

    I want TTRPG enthusiasts to be ABLE to play in IMMERSIVE text, with visuals created on the fly to tell the campaign story. Those images and story context is then used to create mini episode videos. Where YOU ARE THE STAR. NO MORE FIXED REPEATING STORIES,NO MORE STATIC ITEMS, NO MORE MEGA PATCHING TO ADD ASSETS OR CHANGE HOW THINGS WORK.

    Here are some UPDATES that I pushed out and tested.

    Here is the LATEST game play DEMO! that I recorded…

    AND FINALLY! THE GAME PLAY DEMO!

  • ./sadface…

    I have spent the last month or so working on getting all of this working MECHANICALLY and from a technical standpoint but I am having a NIGHTMARE of a time getting this to LOOK the way I want it to. Its NOT the CSS or JavaScript or the art or the styles… ITS THE GODDAMN WORD PRESS FRAMEWORK FIGHTING EVERY FRIGGING STYLE CHANGE I MAKE… So I am stripping down the core functionality of word press as a BLOG and COMMENTS feeder to a completely 100% customized version of my front end… because fuck you and your stupid limitations. I WANT WHAT I WANT, AND >>>> I ALWAYS GET WHAT I WANT <<<<

    If you ever heard the saying if you want it done RIGHT sometimes you just gotta do it yourself. The database and data stuff was the HARD part… now its re-architecture – a MOCK of a BLOG process which is pretty easy from a data standpoint I think – not to mention the framework is pretty common SO I just gotta rebuild the database and since MY GAME DATA and GAME stuff is completely separate to begin with this should NOT be a problem. I just wanted to make it EASY for others to replicate the game process with their OWN stories and customization options without having to do too much work on the back end stuff like tweaking the JavaScript or CSS or especially not touching the DATABASE or pipeline interfaces… They are complex and fragile so I dont want anyone touching them. Its hard enough for ME to maintain the engineering in my own noggin last thing I need is someone trying to re-engineer it with AI or their collegiate genius skillets. Honestly I sound like a dick there, but truthfully nobody has ever really accused me of being too nice… At the end of the day I am a bit neurotic and on the spectrum about certain things we will call OCD’s… Which is not really a big deal as far as the customization’s go – I will just create database tables with the OPTIONS in there and allow the users to update it from the “administration” forms… Its just more work for me to build is all… Anyway here is what I have put together so far… I am still scaling and adjusting so dont squawk about its looks like blah blah blah or anything I dont CARE IF YOU DON’T “LIKE” IT… I like it so far and I am building this MY way… Don’t get me wrong I LOVE to hear the feedback but the “complaints” about its LOOKS broken, or LOOKS like “shit” or its SHOULD LOOK like this or that, or I think its better if its… I DON’T WANT TO HEAR… DEV IS NOT FOR LOOKS ITS FOR I HAVE AN IDEA – CAN I MAKE IT WORK… And I am building this MY WAY… If you want it YOUR way, YOU BUILD IT. Until then keep on poking around in my fun zone and telling what you think would be cool not what you think would LOOK cool. We will DEFINITELY get to that but for now its ARCHITECTURE AND ENGINEERING TO BUILD THE ENGINE… and occasionally play with the looks…

    Here’s a quick video of the UI I am working on… I want it 100% MOBILE friendly without having to INSTALL ANYTHING… so CSS and JavaScript is SUPER strict for view port… THIS is the desktop presentation NOT the mobile… I will tack on some phone screen captures shortly… The MOBILE which is the GOAL has a much longer mid section (body) where the text and images are shown along with the narrator and visuals for the dice, maps and campaign videos.

    I’m pretty proud of this one too so dont shit on it.

    Mobile needs more space eating but that will be consumed by the images and text and videos…

    oooohh blue song 2…. SQUIRREL!!!!

    more tweaking and more layout modelling… not my strong skills but I got a vision of what I want to see so I will make it happen.

    Hope you stick around for it!

  • COOOOL Stuff in action

    I got TTRPGTEST STOOD UP! I migrated the BASE WORDPRESS setup over. I RESTRUCTURED THE PROCESS ARCHITECTURE, I RE-ORGANIZED the FOLDER STRUCTURE. I added a lot of INSTRUCTIONS to set STAND UP a clean operation. I added all the SQL to create the 3 NEW database tables and am currently working on a PYTHON program to run as a ADD ON for WORDPRESS to pull the stuff in from a live source site and plug in the components so when a person is ready they can just install word press use the plug to set up the database and internal tools… add there service IP addresses and install the components needed to run everything. BUT I wanted to share these 2 videos… cause they are BAD ASS!

  • TTRPGTEST

    I am very proud to say I’m satisfied with the first phase of this project!!

    That was and IS still the development website for this project for what I think are key and COOL processes to making this work.

    HERES A BRIEF SUMMARY OF STUFF COMPLETED HERE.

    A character creation process that ensures characters are associated to only logged in accounts to a separate custom database table.

    A simple character sheet. With its own database table also associated to only the logged in user.

    Some game mechanics and LOCKS for software controls.

    I started learning blender 3d software.

    I am updating my UI skills

    Coin and dice data operations. Flip and rollers that log all players results into the database.

    A random character viewer with active refresh to show other characters.

    A gm map with some cool features

    A player view map that hides the gm placement of things like

    Playing Characters (WITH VIEWING RADIUS AROUND ICON)

    Points of interest

    Combat encounters

    Mini bosses

    Floor bosses

    “Fog” layer on maps

    All with an environment picture “map” with overlaying and locking binders that let things become scalable but bound to the grid and SEMI Clouded pathways.

    100% AUTONOMOUS GM-AI pipeline hosted seperately from the website hosting servers that runs campaigns.

    Setup stable diffusion to generate comic style art for characters with no images. And a llm pipeline to summarize the campaigns texts into quick to the point descriptions.

    Setup video mpegff AI to use the campaign summary images to create episodic videos. STILL BUSTED.

    ALL OF IT STORED IN AN ONLINE DATABASE AND PARTS ARE READY TO BE MIGRATED, RECONFIGURED, UPDATED ORGANIZED AND TESTED MORE DEEPLY. On the ttrpgTEST site. That subdomains folder structure is slightly different from dev focusing on tightening modularity and portability while sticking with BASELINE installation operations. I do not want to tweak much from an out of the box WordPress installation.

    This project is really fun and interesting for me and has really had me feeling motivated this past month, though I think I may need to go to the hospital soon since I haven’t been feeling well this past week and I’m retaining fluid again, its been about 7 months since my last extended stay at the hospital of about 12 days – that was over Thanksgiving so its probably getting close to that time again… Hopefully, if I do have to go again I can continue to get more stuff done soon, but I’m feeling exhausted so I think I need to take a break and rest a few days.

  • Dice… nice… rice… mice?

    Testers please use COMMENTS to NOTE issues… This is STILL DEVELOPMENT – Any suggestions to FUNCTION is what I am aiming for here NOT look or feel. That is TEST and PlayDemo websites. I know there are things that are NOT REFINED… Dev > TEST > PlayDemo > PROD…

    MOUSE OVER FOR RULES CHEAT SHEET

    ::::RULES::::

    COIN – Yes/No Heads or Tails This is did you succeed or fail?

    D20 – This roll is how good you succeeded… or how bad you failed.

    D8 – Rolling this is health and damage

    D4 – Rolling this is CRIT and Bonuses/Penalties

    CHOOSE