Character Generator

Hi Rob
I Like the idea to save it as an asset allso

Yes, that would definitely be the plan, for a number of reasons.

The model I am envisaging is one where-by the character creation code can be used to generate the monsters also. I don’t know the game obviously, but I am assuming that they will share the same set of abilities as the player character, and will have rules for any bonuses they receive also. This is a far away feature at the moment, but one of the perks of creating a more generic model.

Most of the monsters have the stats preset but they do go off the same rules expect in death a player dies with health is neg their con and monsters die at 0 health.

I just had an idea instead of making a different scene for each part on character creation could we do it all in one scene using tabs to switch between as character creation then skills then feats.

That is how I had envisaged it to be honest, it will of course make the validation of data entry a little more difficult.

lol this is what i have i just started it i will make a video of it once i get it set up

i have all the character creation, skill, and feats in tabs but i cant show the video i made its to large.

Upload it to YouTube and then paste the URL in, it will be embedded within your post.


See also;

Hi Michael,

I’ve had a look at the class abilities that we touched on yesterday, e.g. the constitution modifier for calculating health etc. From what I can gather from what we said, this only applies if the character is above level 1.

In order to draw a line around some of this and create manageable pieces of work which don’t spiral out of control and complexity I will enable the character creation code to support the creation of just level 1 characters for now.

I want to be able to create a complete level 1 character before even worrying about what comes next for incrementing levels. I don’t find that website to be the most intuitive to use for familiarisation to be honest and with so many different rules having to constantly ask about them on here and get a form of translation of that website is going to be enormously time consuming. So, complete level character creation is what I will aim for for the time being.

This would include items 1-11 from this page;

Based on that, is there anything else I should know about from items 2, 3, 4, 7 that we haven’t already covered yet?

To summarise the functionality at present, I believe it is this;

  • 6 abilities which can be individually rolled
  • score based modifiers per ability
  • race specific ability bonuses
  • race selection (7 races)
  • class selection (11 classes)
  • default level (1)
  • default experience (0)
  • class based hit die
  • health based up class/hit die - max value

In the above items, are there any other things I should know about, which relate to a level 1 character, that we haven’t covered?

Assuming not, the next step at this end will be to convert the enums into specific classes (c#) and then refactor the existing code base. After that, I will look at items 5, 6, 8, 9, 10, 11.

We have covered all the mane stuff there is a few things for the races that we did not go over eg. Dwarfs have darkvision and stuff like that but that can be done later because thats environment and combat. We also have not gone in to much about what is in the class itself. Eg. Bab, saves, and special abilities.

Which of the numbered items above do those things appear under?

Saves looks like item 9

Saves, bab, and initiative are 9
Skills 5 and feats 6

Ok, so they are covered in the numbers we haven’t really touched on yet then.

Yeah i was think of the level 1 build

Sorry, I don’t mean “numbers” as in “levels”, I mean from that numbered list of items 1-11 in the character creation section of the website, the things you have mentioned are numbered items which we haven’t really done anything with yet.

So, are the other bits, in my summarised list above missing anything?

No we are good on 2 3 4and 7

Ok, that’s good. I will start on the enum conversion then. Might be a couple of days as it will need a bit of thought/design and I have a little less free time on my hands this weekend. Will ping a message back here when there is some progress.

ok I will start working on the skills. how would you display the mods in different areas. eg, climb, and swim are Str based skills so I would want to populate the mod with the characters str mod

Hey Rob,
I think I have made a good bit of headway on the skills I will try to upload it to GitHub . the problem that I am having it I cant get the mods and the class skills to add up. ok I got the3 class skills and the mods to add together.

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