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by YakiSauce
975 days ago
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Thanks! Man, so many things. I think maybe the hardest thing was really getting into the weeds of all the class/race features and modeling them all in a way that made sense to the user and would 'just work'. There are features that add damage, but only under some circumstances. Features that change at different levels. Features where you get to pick between a few options and then they also change at different levels. Just a lot to model out. And a lot of hard decisions about how much to automate and how much to leave on the user. Also, designing and building it all to work on mobile ended up being more than I expected because when adding new features I often had to go back and make it mobile friendly too. Oh and doing the dynamic lighting (where you can add walls and lights to a map and 'see' what player tokens would see) was pretty tough because it involved learning some math to do those calculations. But that was also pretty fun. |
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