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Anagram

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Reply with quote  #1 
Inspired by ivansanchez's "Glitter" (which is no longer under development) and Arkantos' "ArtemisDisplay", I put together some html5/css/js elements for a simple Artemis GUI clone template, and a couple example screens. These are simple, static, one-page faux "consoles". Google Chrome browser in fullscreen mode makes a nice, easy, multi-platform way to add a few more faux-functional screens to your bridge.

Source:  https://github.com/jrwarwick/artemis-sbs-ui

Demo:  http://jrwarwick.github.io/artemis-sbs-ui/


With some more work and some clever design, and careful GameMaster coordination this may be a part of something more substantive in terms of gameplay some day. But for now, its just a way to add some ambiance-enhancing visual busy-ness and/or extend the role playing experience.

The whole thing is just static web assets and really small, so you could easily serve this up off of a lightweight webserver, even off of some little thing like a RasberryPi or a C.H.I.P. 

If you end up using any of these on your bridge, I'd love to see some photos of our combined crafts in action.

Happy Adventuring,
  -- Justin Warwick
Richard

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Reply with quote  #2 
I'm gonna take a look. It seems to be an interesting tool.
Richard

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Reply with quote  #3 
Do you think it is possible to have access to engineering subsystems levels? As a GM, I´d like to be able to see if the engineer set sensors to 120%... or warp to 150%.

It would be an important piece of information to the GM!

I don't know anything about java, javasript or html but i´m thinking seriously to learn it.
Anagram

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Reply with quote  #4 
Unfortunately, what I've done so far has no capability to communicate with game software, or almost anything else. I.e., "it just looks cool" but is not "functional", for now. The seemingly dynamic parts of the page are just javascript/css animations, with embedded fake values. What you are describing is a really great idea, and definitely the ideal end-goal, so I'll keep it on my "one-day" list. 

But allow me to encourage you to dive into javascript and html and other programming languages. I strongly believe that it is a worthy pursuit that is really stimulating but also great brain training, generally. Just like art or music or learning a new (natural) language. Also, there are tons and tons of learning materials and tools out there on the web. Almost too much. It can be a little overwhelming to just choose something and get started. Which is why it is helpful to choose something you like, say Artemis, and just allow that to be your provider of specific goals and then work toward that.
Richard

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Reply with quote  #5 
I have a little knowledge about programming (I was raised in the dawn of the z80 microprocessor and Sinclair computers when the BASIC was the language), so I think I can handle it if I start studying....

I want some functions that don't need to communicate with the game, just thinks to add stuff to it. For instance, I'd like to have a "cargo and crew manifest", a galactic map, an efermary, a marine hosted... Things that do not have direct relation to the game engine, but the GM could manipulate to create more challenges and add some theme to the game.

So it would be running in parallel to t Artemis. Each station would be running the game and an extra console. I don't know if I made myself clear.

And you are right: thinks about it is a brain exercise, a very good way to stimulate the gray mass inside my skull!
[smile]
ryleyra

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Reply with quote  #6 
Glitter was based on ArtClientLib, which is now called IAH. Do a search for it, you can probably use those APIs to interact with the game.

While I do like the idea of a "standalone" console that adds onto the game without interacting with it, I think it would be helpful to be implement a minimum of interaction. For instance, you might alter your external simulation according to the power levels of the ship. If you could monitor certain events in a script, as well, you could trigger your external "minigame" off of a script, allowing you to make it part of a sequence of events.

An alternative is to use DMX triggers to trigger something on your simulated console. If you're just going for atmosphere, it doesn't have to be all that complicated. (Note: I have absolutely no idea how to do that. [biggrin] You might try Artemis DMX Tools, I think it has a log file you can read from to see which events have been cued)
Anagram

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Reply with quote  #7 
Richard:  yes, totally clear. And you are right on the same page as I am, though a step ahead! 

It is a three-fold plan: have something that is useful right away, with a minimum of technical headache, just an easy-peasy download-and-go but with really convincing visuals.

Phase two is just what you are suggesting: get a some flexible, customizable back-end services and then plug these pages into it (but keep it optional so that people that just want the easy-peasy video-greeble still have that). And just as you described: it would mostly be intended to extend the "game-space" with a separate, parallel game state.

Then Phase three would be just as RyleyRA described:  add an actual Artemis game server integration, which essentially would turn this into additional "Data Client" screens, but also allow that parallel game stuff to still work, and indeed, be influenced by the main Artemis game state. I do think it would be really cool to use IAN to build a sort of web-based gamestate server, then plug these pages into that. Great idea.

So you see, we truly are on the same page. But each phase is more ambitious than the last, and I am taking small steps, so it could be a quite while. For now, I just want to offer up something that has immediate, if limited value, and enhance later.

Richard: Do you happen to have a sample of cool-and-official looking  "cargo and crew manifest"? That sounds like it would lend itself well to a phase 2 type of project, since at the heart, these could be "simple" lists.

Thanks for your feedback, fellows.
davekp

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Reply with quote  #8 

Richard and Anagram this is exactly what I was thinking as well.  An extra, different piece of software that would allow an additional player to manipulate images, etc. and help the overall RP experience.

I've done a lot of programming.  A LOT of programming.  Recently retired from decades doing IT for American Express, Intel and others.  That experience is both good and bad.

  • Good:  I can do this stuff.
  • Bad:  I've done this stuff for so long that unless it's really, really fun, I'd rather not.  [biggrin]


But if anyone has suggestions on specific ideas for this kind of software, let me know and I'll see what I can do.  Maybe.  If I can pry myself away from, you know...doing nothing...retired.  [smile]


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Anagram

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Reply with quote  #9 
davekp: I would certainly welcome collaboration on artemis-sbs-ui project! I must tip my hand a little here: I do IT at work, but I am still in the growing-and-learning stage. Some of the technology and design decisions are driven by my desire increase my skills, in addition to utility and shareability of the project. Therefore, I may do some things the "wrong" way or make use of hip and trendy tech "unnecessarily". Also, since this is a "hobby" project, I am much less disciplined and structured in development process. If you think you can tolerate all that, and don't mind me having the final say on most things, I'd like having "crewmates" on the project. 

If this project is not quite your cup of tea, I can think of two projects that would be really useful for this type of project (indeed, I would benefit from it eventually):

https://github.com/rjwut/ian
  "Unofficial Java library for communicating with Artemis Spaceship Bridge Simulator servers and clients."

https://github.com/artemis-nerds/node-asbs-lib
  "Low-level node.js library for interfacing with the Artemis Space Bridge Simulator game"

And lastly, you could of course just fork any of these projects and "fix" them how you see fit.
davekp

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Reply with quote  #10 
Hi Anagram, no problem at all.  Since I'm on the retired side of my IT career, my aims are a bit  different.  For example, I'm much less motivated to get experience with all the latest and greatest stuff.  I was figuring on either doing a C# application, or...to make it more compatible with non-windows systems, maybe a web interface.  You can do some really cool stuff with the new <canvas/> tag and some javascript!

In any event, if there's something I can help with, just ask.  Or if someone has a cool idea for software but doesn't really want pursue it themselves, let me know and I'll...well...I'll consider it.  No promises until I see what I'd be getting into.  [smile]

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Richard

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Reply with quote  #11 
Hi Davekp and Anagram,

I´m quite busy and I couldn't (or can) give you and the project the atention you deserve. I believe I can manage to write back next week.

I´m very glad to see all those ideas!

See you soon.
Anagram

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Reply with quote  #12 
Richard: I totally understand. Even if you just have suggestions or mockups, that is most welcome. No promises on implementations, but definitely welcome suggestions. The quick and easy way to get a taste of it:  http://jrwarwick.github.io/artemis-sbs-ui/

davekp: how do you feel about git and GitHub? Artemis is the carrot hanging on a stick, learning git/github is the self-imposed road to travel, but I am committed to it. I am going to stick a few to-does on GitHub's repository issue tracker, but here are a few  things that would really move the project forward:
  •  javascript functions to convert from game map coordinates to the cartography.html map display. The map is auto-resizing based on screensize so that may present some extra challenge. Once coordinate mapping is covered, some functions to either (a) create a canvas "overlay" and plot dots at arbitrary (game) coordinates, or (b) place div elements at arbitrary (game) coordinates.
  • begin building a RESTful web service that reports gamestate around the Interface for Artemis Networking (IAN) library (https://github.com/rjwut/ian) or possibly the node-asbs-lib ( https://github.com/artemis-nerds/node-asbs-lib [wink]
  • Add portable, low/no dependency basic sound support (i.e., button press beeps) to all buttons

Quote:
 ... make it more compatible with non-windows systems, maybe a web interface.  You can do some really cool stuff with the new <canvas/> tag and some javascript!
 

You nailed a huge part of my reasoning for html/css as a platform choice. Plus elsewhere, as you have said, it is pretty easy for folks less experienced in programming to crack open an html file in notepad to replace a few words, and tweak a few things and see their results immediately. And also as you have said elsewhere, the reskinning capability is good too.

Richard

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Reply with quote  #13 
Ok, I think a have few minutes to wirte some of my ideas for secondary consoles:

SCIENCE:
  • The player has a number of scientists that can be spent to perform some tasks
  • Analysis: physics, chemistry and biological. For a given situation the player could click a button to start a scientific analysis; the time to finish it could be proportional to the number os scientists spent to the task. For instance, I imagine Artemis orbiting a planet and the Science officer perform a complete scan of the planet; He/She spend 3 scientists to do so (and they will remain occupied for a given time); after the timer has finished (a time good enough so the GM can type the results), the results appear in the secondary console.
  • Scientific experiment: a generic procedure that finishes in a given time. The players and GM could use it in situations like " lets link the sensor array to the shields so it can produce tetrion waves that may summon a monster..."
  • Med Bay: the scientists also function as doctors. The med bay has a limited space to treat people/aliens (which can be modified by the GM if the player´s ship is changed). The status of each patient could be altered by the GM.
ENGINEERING:
  • The player has a number of engineers that can be spent to perform some tasks
  • System Diangostics:For a given situation the player could click a button to start a system diagnostic; the time to finish it could be proportional to the number of engineers spent to the task. The GM could make topSpeed=0.1 and the Engineer Officer starts the diagnostic... then the GM types (in his/hers secondary console) something like "there is an accumulation of ypsidonian hidrates in the main warp coil..."
  • Engineering procedure: a generic procedure that finishes in a given time. The players and GM could use it in situations like " lets try to clean those ypsidonian hidrates ...." or " lets link the sensor array to the shields so it can produce tetrion waves that may summon a monster..."
  • Cargo Bay: self explanatory. The cargo bay must have a size and all cargo should be some size value. For instance, the Artemis could have to collect 5 satellites (each one as 1 unit of size) and piece of an asteroid (which is size 4), but the cargo bay has only 5 spaces (what the captain would prioritize? the satellites or the rock?)
  • Teletransport: as the Cargo bay, it could have some limited space. The cargo/passenger to be transported should be placed here.

COMMS:
  • The Comms officer could send messages to: the TSN Command; to the local goverment; to any ship in the region.
  • The comms officer is also the diplomat and the one responsible to the passengers. The Artemis could have some passenger rooms.

WEAPONS
  • The Weapons Officer has some marines that can be spent to perform some tasks.
  • The Brig: dangerous living beings could be kept there... but a breach could occur.
  • Boarding party: the marines could be sent to teletransport...

I´m at my work and now I have to stop writting this... there is a klingon like boss around here...

I couldn´t fully develop my ideas, sorry.

The way I think it works: to make some kind of database where both GM and Players can access. It could be done in a google drive sheet, I guess... not fancy, but could work. But I also think that it will demand a second GM player due to the large amount of information.


davekp

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Reply with quote  #14 
Quote:
Originally Posted by Richard
I´m at my work and now I have to stop writting this... there is a klingon like boss around here...

I couldn´t fully develop my ideas, sorry.


Heh!  No problem.  Been there.  Before I retired I did some of my best thinking at work.  Not ABOUT work...but AT work.  [biggrin]

Some great ideas there!

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Anagram

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Reply with quote  #15 
Some neat ideas in there, Richard, and you've hit the nail on the head: definitely the advanced/stateful stuff would require some kind of database. I'm still thinking and experimenting with the components that would serve as database and frameworks to connect to database. In the mean time, I would like to flesh out the client-side-only pages a little more. Do you happen to have a URL where I could find a sample of the cargo and crew manifest that is best suited to Artemis?
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