Well, I'm still a MT newbie but that isn't keeping me from diving in to playing around with development ("hey, I want it to do *this*''') and getting in over my head.
I'm starting with stuff "on my own recognizance" because until I've played around with the code and am more familiar with it, I think it makes sense to let the "old hands" fix/clean up the stuff already "in the queue" from player requests without shoving my oar in. This way, when I screw up by doing something remarkably & obviously stupid (most likely with server-level issues) no one is kept waiting for something they already wanted.
My two main interests seem to be:
(1) Interactive objects
(2) Making the environments player-specific (so that each player, even each character, would be able to see/do different things if the GM so chooses... requiring more party interaction, cooperation & communication).IN PROGRESS
which run macros when clicked. I've got this working... I need to test/debug it and then expand it to be player-specific (so that some players can click an object, others cannot). (Trevor-approved... no target version set yet).Macro-editable player note window
: basically done (it's actually a subset of the above) but oops
, I realize while typing this that I never touched base with Trevor on this. It was the first dev I made when playing around with MT code. Needs more testing/experimenting before it's ready to be submitted to anyone, though it's simple enough that I think it's probably good to go. (The idea here is that, before popping up the hover pane, you could change the "player text" so that different players would see different info.)Selectively Viewable Objects
so that objects (or even PCs/NPCs) can be seen by some players but not others. I've got the basics of this working and have the GM interface up... I need to make support macros for it and then test & debug. Still waiting to hear more back from Trevor on this one though.On-move
macro (i.e. one that automatically is called when a token is moved). Sort of a trivial extension/adaption of what I'm already doing, so I stuck it in to my in-testing code just for fun. No idea if Trevor will want it put into MT or not.A bunch of minor fixes/tweaks
as I discover/need them.CONSIDERING
These I'm just playing around conceptually with. In many cases, I have some fairly structured ideas already about how to do them. But they all need feedback (and/or vetoes) from Trevor still -- and that feedback after the final version of 1.3 is done, when he'll have time to give them that consideration and indicate how (or even if) he'd want it done.Selectively audible effects
: support for player-tailored "audibility" analogous to the "visibility" we currently have. (NB
- this would not
be implementing sound per se. I'd put some simple-minded sound routines in for testing purposes, obviously, but the idea would be to get this code conceptualized, debugged, and put in place so that whenever sound was officially put in to MT, this functionality could be dropped in as well. So it needs to be more or less independent of *how* sound is implemented, but ready to call on those 'official' routines if and when they are eventually added to MT.)MULTIPLE LAYERS
: (so not just the background/object/hidden/token presets.) Yeah, this is a biggie. Potentially hugely powerful, but also a real b***h of recoding/repackaging. Again, this needs feedback from Trevor (and probably others as well) -- and, anyway, it may be way beyond my pay grade -- and so I'm not really going to even consider doing anything 'official' on it until after 1.3 is done and Trevor can whup me upside the head for being an impertinent unknown newbie.
I just mention it here 'cause I find myself thinking about it a lot -- there is so much cool stuff
that could be done were this in place -- and am curious about what other code tinkerers have thought on the subject.
and that's more than enough to be getting on with, I'm sure.