Rifts Character Generator - Almost Ready for Testing!

Hello!

I’ve made some significant updates to the Rifts Character Generator since my last post. I officially asked Kevin S about it, though I’ve yet to hear back. I plan to discuss with Sean again too.

That said, here are some of the changes/additions I’ve made:

Authentication

In addition to email/password and Google, you can now authenticate using your Twitter account. Facebook is coming soon.

Equipment

You can now add equipment. For many O.C.C.s there is a “Load Starting Equipment” button that will populate your inventory with the starting items as described in RUE. You can, of course, add your own equipment.

Rounding Out

I have finally made the “Rounding Out Your Character” page, as described in RUE. Here, you can provide your Birth Order, Disposition, Reason for Adventuring, etc. The options are taken straight from RUE, but I may update this later to be more flexible.

Atlanteans

I made significant changes to creating Atlanteans. Adding tattoos accurately updates the character’s P.P.E. and S.D.C./M.D.C., and factors in the character’s sex, per the book.

Selecting a clan correctly adds bonuses (including skills). Changing clans removes those bonuses and replaces them with the new clan’s bonuses.

Weapons and Armor

Okay, this is a huge update. Originally, you had a choice when selecting Weapons/Armor. I have data files containing every weapon and every armor from every official Rifts book. (Yes, I had a couple of long nights.) Well, you could either select your weapon/armor from those lists, or you could build your own. Since I want to respect copyright, I have removed the pre-made weapons/armor lists. Instead, you can build your own weapon and armor. While I know that this isn’t ideal, I just want to avoid trouble and respect copyright. That said, the weapons and armor builder is pretty cool, though it needs some polishing.

To build a weapon, you provide a name, manufacturer, description, weight, payload, etc. You also need to provide a weapon type (Rifle/pistol/etc), damage type (laser/ion/particle beam/etc), and how much damage it inflicts. However, and this si where it gets tricky, some weapons have multiple damage types, such as a rifle with a grenade launcher. Well, you can add multiple damage types to a weapon, as shown below:

View weapon details with the modal view:





Armor works similarly, only instead of specifying multiple damage types, you need to specify armor locations (Main Body, Arms, Legs, etc.) Like so:





And the modal view:

Testers!

I fixed a million bugs. But as I fix bugs, I discover more. It’s like a bottomless pit… Which brings me to testing. I’m at the point where I am ready to open this up to a handful of testers. By ‘tester’, I mean someone who will work with me to find bugs, provide constructive criticism, offer suggestions, and test fixes to said bugs. I don’t mean someone who will just click around a few times and that’s it.

I’m only opening this up to a handful of testers, and only to folks who are interesting and willing to work within me. It will hopefully be fun and rewarding for everyone. :-) This is strictly voluntary, of course.

If you’re interested in helping out, shoot me a message on here using the contact form or, if you’ve seen me on Facebook or Twitter (@DannethPenwood), feel free to reach out there.

Branden2 Comments