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Subject: Comprehensive thread for custom scenario generation tools rss

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Fabian
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Edit: I changed the title of the thread, because I currently lack the time for continuing/rewriting madmap, but other people posted their own works here, so I do not want to close it. Also, its a nice place to gather all information on the various projects.

Hi,

so, I guess everyone agrees that MoM2 would greatly benefit from a scenario editor, especially due to the fact that with all the first edition stuff in the mix, there really is a lot of "physical content" available that is currently unused.
Also, afaik FFG did not react in any way to the UGC scenario builder request. So without further ado, I present to you:

Madmap, a javascript project for semi-interactive haunted house style games
GitHub

So what is this, exactly?

Good question! Basically it is a scripted website that kinda behaves like the app. Some stuff is not done yet, it is work in progress.

Wtf this looks like shit!

Yes it does. It is a proof of concept, it is not important how it looks. It serves the sole purpose of showing that all functions of the app can be (feasibly) emulated in the browser.
Making a greenish white popup window look cool with a border graphic, dark colors and fancier buttons will eventually be pretty easy.

Why did you do this

Because when I read that thread with the scenario editor petition, I thought to myself: Well, the app does not really do that much from a technical point of view. Its mostly a map and popups with buttons. I should be able to that in javascript.
So I rolled up my sleeves, scraped together all the spare time I had (mostly at night) and after about 20 hours, the madmap project was born.
Im actually rather amazed that noone else has presented a similar project already

Can I use this without knowing javascript/programming?

Of course you can "play" it. Regarding making content, Im pretty sure you cannot. Maybe you can if youre very good with copy&paste and pattern recognition. But probably not.

The gory, technical details

Why javascript of all things, you ask? Well, there are several reasons:
- I happen to know it
- it is platform independent
- it does not require installation or a server
- Cool kids use javascript nowadays

I use leaflet for the map. It takes care of all the dragging and zooming and it can display clickable icons on the map. Thats plenty enough for our needs. I wrote a wrapper for the remaining functions I needed - mainly "exploring" a tile and rotating tiles. I also use jQuery because it has some nice features. I tried angular for two hours or so, but I felt that at this stage, using it costs me more time than it saves, so I went back to oldschool js again.
Most of the work went into creating and managing arbitrary modal windows (the MadMapModal class). The rest went into map, tile and tokenhandling (the MadMap class). And yes, the code is a mess. I wanted to have a working prototype as soon as possible. Sorry.

I took the icons for the tokens from a screenshot of the original app.
I took the graphics for the tiles from bgg.

Final words

So yeah. Let me know what you think. I hope you didnt expect too much.

I decided to go public at this rather unfinished point to let the community know: there WILL be custom scenarios, they might just not be in the original app.

If you have questions, ask away, I will try to answer everything.

PS: excuse my london, Im not a native speaker.
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Bruce
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Re: I rebuilt the app in the browser, allowing custom scenarios (proof of concept, work in progress)
Hi,

This definitely looks interesting. I would like to draw your attention to this:

https://github.com/NPBruce/valkyrie/releases
https://github.com/NPBruce/valkyrie/wiki

It doesn't support MoM yet, but I've deliberately written it with that in mind and I don't think it will be hard, just haven't done it yet.

This is a recreation of RtL/MoM app it pulls the assets out of the original app so that I am not distribution FFG content. I could build for web, though currently I don't party because I haven't tried and partly because of the take down threat.

I deliberately made all the content in mine as easy to edit as possible. Quests/Scenarios and expansions are all a collection of ini files, and there is an in game editor for quests see documentation here:

https://github.com/NPBruce/valkyrie/wiki/QuestGuide

Why unity? I wanted to use an engine so that I'm not writing everything and Unity is free and targets everything. I've used UE3 before, but I feel it isn't well suited here.

It would be great if we could help each other out, let me know what you think of my approach.
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Hesy
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Re: I rebuilt the app in the browser, allowing custom scenarios (proof of concept, work in progress)
Surprise Toilet!
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Tomas Hammar
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Re: I rebuilt the app in the browser, allowing custom scenarios (proof of concept, work in progress)
Nice work!

I was kind of waiting for somebody to make it happen!

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Gavin Meakings
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Re: I rebuilt the app in the browser, allowing custom scenarios (proof of concept, work in progress)
FFP have put a stop to several custom apps in the past so they may do so again here. It might be worth not investing too much time into your site at the moment in case they are in touch so that you have not wasted too much time.
 
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Christopher Todesco
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Re: I rebuilt the app in the browser, allowing custom scenarios (proof of concept, work in progress)
I may have also started toying around with such a thing, and might be willing to work on this with you on this. (I'm a HTML5/AngularJS developer.)

My first suggestion to avoid the ban hammer so we can invest our time without getting shut down would be to remove all copyrightable resources, such as the images of tiles and tokens. This also means any copied text in the popups-- even if it results in the same action on the players' part, write your own descriptions from scratch.

(Mostly, I'm responding to subscribe to this thread, because I'm going on vacation for a few days and will have forgotten about this by next week. )
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Bruce
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Re: I rebuilt the app in the browser, allowing custom scenarios (proof of concept, work in progress)
Desco wrote:
I may have also started toying around with such a thing, and might be willing to work on this with you on this. (I'm a HTML5/AngularJS developer.)

My first suggestion to avoid the ban hammer so we can invest our time without getting shut down would be to remove all copyrightable resources, such as the images of tiles and tokens. This also means any copied text in the popups-- even if it results in the same action on the players' part, write your own descriptions from scratch.

(Mostly, I'm responding to subscribe to this thread, because I'm going on vacation for a few days and will have forgotten about this by next week. )


Can I suggest you also have a look at Valkyrie? Even if you are only interested in web stuff, one of the todo items is a place to share scenarios(see: https://github.com/NPBruce/valkyrie/issues/5)
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Nicola Zee
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Re: I rebuilt the app in the browser, allowing custom scenarios (proof of concept, work in progress)
Desco wrote:
I may have also started toying around with such a thing, and might be willing to work on this with you on this. (I'm a HTML5/AngularJS developer.)

My first suggestion to avoid the ban hammer so we can invest our time without getting shut down would be to remove all copyrightable resources, such as the images of tiles and tokens. This also means any copied text in the popups-- even if it results in the same action on the players' part, write your own descriptions from scratch.

(Mostly, I'm responding to subscribe to this thread, because I'm going on vacation for a few days and will have forgotten about this by next week. )

I'm hoping FFG release their own scenario editor or at least make some kind of commitment to do so at some later unspecified date.

But as they don't seem to be willing to do so here's a small suggestion of my own...

The great thing about the title and token images is that we already know all that exist - so you would not even need a database. Give each a unique name as its key and have them in a sub-folder or image list in a library. If they were kept in a separate library\sub-folder it would be easy to swap libraries\folders and so swop between the official images and the surrogate images. That way the public interface on the web would show the surrogate non-FFG images and so would avoid copyright issues and a potential cease and desist order - but for those who wanted it, the FFG tile image library or sub-folder named images could be emailed for personal use only.

[PS added] Finally I would not worry very much about text. FFG focusses on the copyright of images rather than text. It is much easier to enforce copyright for an image than it is for text.
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Pat Mccrotch
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Re: I rebuilt the app in the browser, allowing custom scenarios (proof of concept, work in progress)
BruceLGL wrote:
Desco wrote:
I may have also started toying around with such a thing, and might be willing to work on this with you on this. (I'm a HTML5/AngularJS developer.)

My first suggestion to avoid the ban hammer so we can invest our time without getting shut down would be to remove all copyrightable resources, such as the images of tiles and tokens. This also means any copied text in the popups-- even if it results in the same action on the players' part, write your own descriptions from scratch.

(Mostly, I'm responding to subscribe to this thread, because I'm going on vacation for a few days and will have forgotten about this by next week. )


Can I suggest you also have a look at Valkyrie? Even if you are only interested in web stuff, one of the todo items is a place to share scenarios(see: https://github.com/NPBruce/valkyrie/issues/5)


My understanding was that this project was for Descent chiefly and Mom only when and if the Descent version was working? This is one of the reasons I was less inclined to devote time/resources to it myself...
 
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Pat Mccrotch
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Re: I rebuilt the app in the browser, allowing custom scenarios (proof of concept, work in progress)
zwaq wrote:
Hi,

so, I guess everyone agrees that MoM2 would greatly benefit from a scenario editor, especially due to the fact that with all the first edition stuff in the mix, there really is a lot of "physical content" available that is currently unused.
Also, afaik FFG did not react in any way to the UGC scenario builder request. So without further ado, I present to you:

Madmap, a javascript project for semi-interactive haunted house style games
GitHub


Since no one else is saying it, thanks and good luck! The community/game really needs this. I hope this moves forward quickly, let us know what help you need. I know scores of us are anxious to start writing.
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Bruce
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Re: I rebuilt the app in the browser, allowing custom scenarios (proof of concept, work in progress)
lovecraftgeek wrote:
BruceLGL wrote:
Can I suggest you also have a look at Valkyrie? Even if you are only interested in web stuff, one of the todo items is a place to share scenarios(see: https://github.com/NPBruce/valkyrie/issues/5)


My understanding was that this project was for Descent chiefly and Mom only when and if the Descent version was working? This is one of the reasons I was less inclined to devote time/resources to it myself...


The main reason for this is just that I haven't actually found a chance to play MoM2E yet, so it was easier for me to start with descent. As it has build built to be generic as is reasonable it would be very simple to add MoM support, if this is where the interest lies I will add initial support in the next build.

Additionally, before starting I created this thread here:
https://boardgamegeek.com/article/23446682

Which received very little attention.
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Máté Kovács
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Re: I rebuilt the app in the browser, allowing custom scenarios (proof of concept, work in progress)
Hi, I am a professional user interface designer.
In graphic and in UX, I can help you out to make this better.

I hope this will work someday.
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Bruce
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Re: I rebuilt the app in the browser, allowing custom scenarios (proof of concept, work in progress)
Valkyrie now has initial MoM support, please check it out:

https://github.com/NPBruce/valkyrie/releases/

My priority on what I work on from here will depend greatly on where interest lies and who wants to help with what, so let me know what you want!
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D James
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Re: I rebuilt the app in the browser, allowing custom scenarios (proof of concept, work in progress)
This looks great so far, I'd really love to see something like this come to fruition. I hope FFG don't get their knickers in a twist over these projects, as homebrew scenarios can only be a good thing to maintain interest in the game between official releases.
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Fabian
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Re: I rebuilt the app in the browser, allowing custom scenarios (proof of concept, work in progress)
BruceLGL wrote:
Hi,

This definitely looks interesting. I would like to draw your attention to this:

https://github.com/NPBruce/valkyrie/releases
https://github.com/NPBruce/valkyrie/wiki

It doesn't support MoM yet, but I've deliberately written it with that in mind and I don't think it will be hard, just haven't done it yet.

This is a recreation of RtL/MoM app it pulls the assets out of the original app so that I am not distribution FFG content. I could build for web, though currently I don't party because I haven't tried and partly because of the take down threat.

I deliberately made all the content in mine as easy to edit as possible. Quests/Scenarios and expansions are all a collection of ini files, and there is an in game editor for quests see documentation here:

https://github.com/NPBruce/valkyrie/wiki/QuestGuide

Why unity? I wanted to use an engine so that I'm not writing everything and Unity is free and targets everything. I've used UE3 before, but I feel it isn't well suited here.

It would be great if we could help each other out, let me know what you think of my approach.


Hi,

I just checked out the latest version of your project (4.0). It looks pretty cool. The MoM part seems to be quite weird though. I can only assume that it still has the descent interface (which I dont know).
IMO the biggest advantages of your approach are that your app can have the same look and feel as the original and that you can pull media straight from installed official apps. I think that way youre pretty safe from the copyright issues Gavin and Christopher mentioned.
Unfortunately Im not really interested in programming with unity. But I will keep track of your progress :D
I couldnt get the scenario editor to really do anything, so you might want to work on that.

To all the others, thanks for your interest and support offers. Maybe I will come back at you later, atm Im pretty busy with work, so the project will be on halt a bit.

In the meantime, I removed the app's icons from my site and added placeholders. And Nicola, thats exactly the path I will take. During testing, I noticed that proper artwork increases the "hey this is cool" factory IMMENSELY, so I added some for this "release". I will probably remove the artwork tiles in the near future, too, albeit those are freely available on this site.
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sam faraci
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Re: I rebuilt the app in the browser, allowing custom scenarios (proof of concept, work in progress)
Keep up the good work guys.














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B L
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Re: I rebuilt the app in the browser, allowing custom scenarios (proof of concept, work in progress)
This is awesome, has there been any further development since the original posting? Any means for people to create and upload custom scenarios for other people to play?
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Marco Orlandin
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Re: I rebuilt the app in the browser, allowing custom scenarios (proof of concept, work in progress)
I just want to say an huge thank you to Fabian and Bruce for all the effort they're putting in this editor
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Christopher
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Re: I rebuilt the app in the browser, allowing custom scenarios (proof of concept, work in progress)
Thank you for your work, keep it up!
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Marco Orlandin
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Re: I rebuilt the app in the browser, allowing custom scenarios (proof of concept, work in progress)
If Fabian, Bruce or any other developer need scans of tiles and stuff for the assets don't hesitate to ask, I've first edition, the two expansions and in about a month I will have the second edition.
 
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Mirv
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Re: I rebuilt the app in the browser, allowing custom scenarios (proof of concept, work in progress)
Fabian and Bruce, nice work!

I'm a bit late to the party with this, but I too started work on a homebrew scenario app!

The link below goes to a working version, just a couple of rooms with doors and search tokens.
http://agentmirv.github.io/undiscoveredtales/

It runs on javascript and the Phaser game development framework.

There is a gamedata.json file where the text and other game data is stored. In the future, this is were one could write their custom scenario. Perhaps a tool could be written with a user friendly interface which could export this .json file, but I'm getting ahead of myself

The images are not scans, but placeholders, like the other posters were suggesting.

I'm not a javascript programmer professionally, so I was using this as a project to start using it more and to learn Phaser.

Not sure where this will end up, just having fun working on it for now.
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Tomas Hammar
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Re: I rebuilt the app in the browser, allowing custom scenarios (proof of concept, work in progress)
Excellent work! It's a nice very playable start.
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Andris Borbíró
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Re: I rebuilt the app in the browser, allowing custom scenarios (proof of concept, work in progress)
Hi Fabian!

I am very interested in your project. Keep up the good work! If this becomes more advanced, I will try to create my own stories. (I am not fluent in javascript, but I have some experience in C/C++, Java and Python, so hopefully it will not be a big problem.)

cheers,
Andris.
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Bruce
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Re: I rebuilt the app in the browser, allowing custom scenarios (proof of concept, work in progress)
Seeing as this is the thread where people are talking about replacement apps (I can create a new thread if anyone doesn't like the hijack), I have question(s) regarding monster health:

A: Has anyone worked out how monster health is determined? What combinations of fixed/random/based on investigators?

B: How would you like it to work for custom scenarios?

Thanks.
 
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Bruce
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Re: I rebuilt the app in the browser, allowing custom scenarios (proof of concept, work in progress)
For those playing around with this I have found something slightly disturbing. The text in the FFG MoM app is obfuscated (XORed with 68264378). This in itself is trivial to get around (obscurity is not security!), but it is a bad sign. This is currently not in RtL, but adding it in suggests they are making efforts (however primitive) to stop people accessing app data, which will limit open app replacement options... we will have to wait and see.
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