TTRPG Tracker APP Documentation by: Westin Mathies
Serial Number outline
- Number of Games (NumGames) (string)
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Game (G###) (string) = MyCharacter + Character level (###.CL) (string) + Strength level (###.STRL) (string) + Strength mod (###.STRM) (string) > Strength saving throws (###.StST) (string) > Athletics (###.Athl) (string) + Dextarity level (###.DEXL) (string) + Dextarity mod (###.DEXM) (string) > Dextarity saving throws (###.DeST) (string) > Acrobatics (###.Acro) (string) > Sleight of hand (###.Slei) (string) > Stealth (###.Stea) (string) + Constitution level (###.CONL) (string) + Constitution mod (###.CONM) (string) > Constitution saving throws (###.CoST) (string) + Intelligence level (###.INTL) (string) + Intelligence mod (###.INTM) (string) > Intelligence saving throws (###.InST) (string) > Arcana (###.Arca) (string) > History (###.Hist) (string) > Investigation (###.Inve) (string) > Nature (###.Natu) (string) > Religion (###.Reli) (string) + Wisdom level (###.WISL) (string) + Wisdom mod (###.WISM) (string) > Wisdom saving throws (###.WiST) (string) > Animal handling (###.Anim) (string) > Insight (###.Insi) (string) > Medicine (###.Medi) (string) > Perception (###.Perc) (string) > Survival (###.Surv) (string) + Charisma level (###.CHAL) (string) + Charisma mod (###.CHAM) (string) > Charisma saving throws (###.ChST) (string) > Deception (###.Dece) (string) > Intimidation (###.Inti) (string) > Performance (###.Perf) (string) > Persuasion (###.Pers) (string) + Name (###.Name) (string) + Class (###.Clas) (string) + Race (###.Race) (string) + Background (###.Back) (string) + Armor class (###.AC) (string) + Temporary Health Points (###.THP) (string) + Health Points (###.HP) (string) + Inventory > Number of items (###.NI) (int) Key: (GameNum.ItemNum.Letters) > Item1 (###.###.I) (string) ~ Details1 (###.###.ID) (string) > Item2 (###.###.I) (string) ~ Details2 (###.###.ID) (string) > Item3 (###.###.I) (string) ~ Details3 (###.###.ID) (string) > . . . ~ . . . + Spells > Number of spells (###.NS) (int) Key: (GameNum.SpellNum.Letters) > Spell1 (###.###.S) (string) ~ details1 (###.###.SD) (string) > Spell2 (###.###.S) (string) ~ details2 (###.###.SD) (string) > Spell3 (###.###.S) (string) ~ details3 (###.###.SD) (string) > . . . ~ . . . = NPCs + Number of NPCs (###.NN) (int) + NPC1 (###.N) (string) > details1 (###.ND) (string) + NPC2 (###.N) (string) > details1 (###.ND) (string) + NPC3 (###.N) (string) > details1 (###.ND) (string)
= Locations + Number of locations (###.NL) (int) + location1 (###.L) (string) > details (###.LD) (string) + location2 (###.L) (string) > details (###.LD) (string) + location3 (###.L) (string) > details (###.LD) (string) + . . . > . . . = Notes + page1 (N.###) (string) + page2 (N.###) (string) + page3 (N.###) (string) + . . . ORDER:
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= + > ~
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TTRPG Tracker v0.0.0.U - Start 10/9/24 I decided to change my development back to Unity becasue I decided that I already know that software well and I'm probably not going to publish this software anyway so Unity's new policies won't effect me. It will be just for the people I give it to to use. I may also publish it on my GitHub in order to add it to my portfolio. I also figured that Unity will make it eassier to build it on multiple platforms such as Windows, Android, Mac, and IOS. In this version you can create a new Game and name that game. So far that is all you can do. WHen the user clicks the add button the yare prompted to enter a name, when the yenter a name and click enter the name they entered is added to storage and the game template is copied, the name is chnaged on it, it is set as a child of the proper object, and the correct position is set. THe loadGame function also works by using the copyGame method and looping through the game name serial numbers based on the number of games that have been created. It gets the name of each of these games from storage and passes it to the copyGame method, the copy game methods then creates a copy of the game template . . . the same way it works for creating a new game.
TTRPG Tracker v0.0.1.U - Skills 10/10/24 I made a lot of progress in this version. I added three scenes and three scripts. Each scene has it's own scripts and values are passes between them by saving the value to PlayerPrefs then pulling that value from player prefs in the next scene. I know this was isn't very efficiant but I liked doing this way becsue this way I don't have to have a master object that isn't destroyed when switching scenes with a master script attatched. Doing it this way also gives a default value for whatever the last value was that was saved to PlayerPrefs. The first scene I added was the GameScreen, this is the scene that the user will see when they select a game to view. This scene is fairly simple and is used as a sort of "Train station" to transfer to other more complex and important scenes. In this scene there are four buttons, My Character, Locations, Notes, and NPCs. The only button I have worked on as of now is the My Character button, as this one is the most complex and many of the scripts and scenes written for this one can (and will be) used for the others. The next scene I created is called "MyCharacter" and this is the scene that the user sees when they choose to view their character after selecting a game. So far all that is in this scene are the six Skills that every character has Strength, Dextarity, Constitution, Inteligence, Wisdom, and Charisma. Each of these tiles displays the level and modifier for each skill. Each tile is also a button and when the user clicks on it the "Skills" scene is loaded. This scene displays all of the abilities under that skill and allows the user to chnage the skill level, skill modifier, and the modifier of each ability. I decided to load in all the abilites by copying a template and chaning the details of that template (Very similar to how I make each Game in the MainScreen). I have an ArrayList for each skill that contains the name of all the abilities that that skills has under it (including the last part of the key for the saving throw) I then loop through the ArrayList according to what Skill the user selected and pass the names into a copy method that will copy the template and edit its name, positions and displayed information. The app is really startign to get some basic functionality.
TTRPG Tracker v0.0.2.U - Inventory and MyChracter updates 10/11/24 I decided to change it so that I pass the variable through a master script rather than reading and writing to storage to pass values between scenes and scripts. I decided this way would be more efficiant. For the record I know I spelled class with only one s for the name of the object and the variable name, I did this that way Name, Clas, Race, and Back all have four letters. (I also shortened background to Back) I did this for storage purposes when creating the serial numbers. In This version I made a lot of changes to thye MyCharacter scene aand script. MyCharacter now allows the user to input their Character Name, Class, Race, Background, AC, HP, Temp HP, as well as the charcter skills as before. The Inventory and Spell trackng now work as well. The Inventory and Spells use the same scene and script becsue the yfunction in the same way, the only thing that chnages is the "ItemType" variable whe none or the other button is pushed. This tells the script in the Items Scene to load spells or inventory Items. Each of the spell and inventory items also have detials that can be added when they are clicked on. A problem with the detials is that in order for them to save the user has to click the back button and go back to the Items scene. If they don't and they don't and they just close the app the details won't be saved. This is a bug that I probably won't be changing anytime soon becsue the alternitave as of now is to save it every time the user input a character (letter) and I think that would cause it to save way too often. I also made some changes to how values are updated. Before when the user chnaged a value the scene would be completely reloaded to display the updated value, now it will chnage the displaed text on just the one object instead of reloading the whole scene. This applied primarily to the Skills and MyCharacter script.
TTRPG Tracker v0.0.3.U - Locations+NPCs 10/12/24 See a video of this version in action here: https://youtu.be/DSHGzGqZ8mU I got the NPCs and Locations buttons to work and the user can now create and save locations and NPCs along with detials for each. These two things use the same scripts and scenes as Inventory and Spells. Now everyting works except for Notes and the ability to delete Games, Items, Spells, NPCs, Locations, and NotePages. (Items, Spells, NPCs, and Locations will use the same methods) I also added Character Level to the MyCharacter Screen. THis did not requier much additinal code becsue it usses the same methods as Name, Class, Race, and Back. THe only code I had to add was a line for displaying the information on scene load. I also had to hadd a variable to stor the additional object.
In the future I would like to add more info to my character such as Hit dice, and maybe more.
TTRPG Tracker v0.0.4.U -