HM3 Journal: Day 4

I spent all morning finalizing the Zombifier applet for the client, and am waiting on one final bit of direction before that’s totally done. In the meantime I’ve been refining the basics of HeroMachine 3.

I became frustrated with the whole concept of the hierarchy. I couldn’t figure out how to retain all of the various features being requested — slots in multiple groups AND the ability to layer each item independent of which slot it was in AND making it easy to draw the items in the first place AND having a mechanism to place the items in their default position. I spent a lot of time just staring blankly at the screen, or out the window, or at the bookshelves, just letting it all sort of percolate.

I find myself in that position fairly often in the early stages of planning something like this. I’ll pull out a legal pad and hand-write out some various scenarios, sketching how a menu might look or actually writing the questions down that are in my head. It helps me to be able to articulate what exactly is bothering me. I’ll also have a couple of different programs open that help me organize my thinking — in this case, Excel, TextEdit, and Flash were all helpful.

At this point, I think I am basically going to have a setup very much like the recent Minis, only with a lot more options and a new organizational layer thrown in. There are 40 different slots (Torso, Insignia, Neckwear, Right Shoulder, Right Bicep, Right Forearm, Right Hand, Left Shoulder, Left Bicep, Left Forearm, Left Hand, Back, Hips, Belt, Rear, Right Thigh, Right Knee, Right Shin, Right Foot, Left Thigh, Left Knee, Left Shin, Left Foot, RightItem, LeftItem, FreestandingItem, Foreground, Middleground, Background, Companion, Label, Head, Headwear, Eyes, Nose, Lips. Ears, Hair, Beard, Mustache).

Here’s a sample of what the new “Slots” tab in that bottom right area might look like:

slotsmenudrawing

On the left would be the scroll box containing all 40 slots. Clicking on one would populate the menu on the right with all the sets of items available for that slot. For instance, if you were to choose “Headwear” from the slot menu, the “Sets” menu might show “Eyemasks”, “Full Face Masks”, “Glasses”, “Modern Casual Headgear”, “Fantasy Headgear”, “Modern Military Headgear”, etc. You’d be able to load all six (or however many there are) sets if you wanted; the menu would show you which were loaded/active and which weren’t.

I think I’ve figured out a way to do all that AND retain the hierarchy concept, on the code end, anyway. In terms of where in the interface that will live, I think it’ll have to be part of the new “Transformation” tab, which will be the new home of scaling, moving, and rotating. Because Flash only lets you drag one thing at a time, I’m going to have to remove the ability to click and hold on an item and drag it where you want. Instead I’m going to have to treat it like I do the rotating and scaling, where you’re manipulating items via a separate control instead of by directly clicking on it. So on this new tab area will have to be a list of all the groups the current item is part of. For instance, if a “Left Hand” is the current item, in the Transformations tab you’d see toggle buttons for “Just the item”, “Left Lower Arm”, “Left Arm”, “Upper Body”, “Whole Body”, and “Everything”. If you were to change to, say, the Insignia, the list of toggle buttons would also change to show “Just the item”, “Torso”, “Upper Body”, “Whole Body”, and “Everything”. And so on.

Currently I am a bit vague on exactly how that’s going to actually work, although the underlying framework it would be built on I think I have figured out. I think.

All of this detail stuff is mind-numbing, and it seems like every time you think through one aspect, three problems arise that also have to be wrestled to the ground. But before I race off and start laying down code or drawing objects, I want to be sure I’ve thought through what exactly the user is going to be doing in order to make whatever I’m working on take effect.

Holler if you see any problems with any of this, and as always everything’s subject to change without notice once I actually start building it.

17 Responses to HM3 Journal: Day 4

  1. Good luck, Jeff! We love your app… and I personally hope you get through all the frustration! To me, everything sounds great so far. Can’t wait for the full one, even if I only get so much library time to play with it.

    Take care,

    Brad

  2. Do you think you could add the greyscale colors from heromachine 2.5 to 3.0?

  3. Does anyone else miss the 11 grayscale colors that aren’t in the minis? That’s an awful lot of color spots taken up with variations that are only 5% different …

  4. what’s a grayscale?

  5. Apologies if this is stated somewhere…when do you expect heromachine 3.0 to be out for beta?

    Looking forward to it!

  6. I’m not very good with dates, Paul, particularly since so much depends on whether or not there are more client-sponsored Minis from UGO to do. But in 2-3 months maybe?

  7. Is there a consultant who could help you?

  8. Jeff, the sulution to all of your HeroMachine problems is quite simple. Just create what I call “HeroMachine Ultimate”. Invent a skullcap that sends anything imagined by the user to the computer. The image would immediately appear in the monitor. Any changes to the image could be made simply by thinking. That’s all you have to do. Have it ready by Monday. Next, solve the problems of global warming, the bad economy, and racism.

  9. Hey Jeff, glad to see things are coming along good. I’m not sure what category it would fall under, possibly tattoo or insignia, but one thing I would like to see are more scars and facial features and the like

  10. I want a monkey tail!

  11. Oops! I just noticed that I mispelled solution. My bad.

  12. Thanks for the reply Jeff. I’m glad it’s going to be soon. o.k., now get back to work. ;)

  13. I have some ideas for items. Is there anywhere specific i can put them, or just wherever?

  14. Here’s fine. I’m keeping a running text file that I use for cut and pastes of suggestions.

  15. Keep up the good work, Jeff. Your devices/apps are much appreciated by the artistically-challenged, like myself. ^_^

  16. Okay then:

    Lobster claws?
    Wieldable flags
    Grenades
    Wings like a winged Hussars (http://husaria.files.wordpress.com/2007/10/husaria_benda_.jpg)
    A dragon Companion in the same pose as the griffin?
    A horse’s head for Headgear/Animal?
    Electric sparks for Items/Energy?
    Chainmail gloves
    Single Wings