Cellion |
Fantastic! Really love those classy retro-computing visuals.
Some ideas:
- Add the ability for "files" to link to other locations, like youtube for a video or google drive for other multimedia stuff.
- Add some more customization to the traps (lockout for example triggers on one fail right now)
- Add the ability for some things to stay invisible even if their parent node gets hacked.
- Currently if you fail to hack something more than once, the message on the bottom left doesn't deliver multiple "hack failed" messages, so you don't get any feedback.
SFHackingSim |
Thanks for the encouragement folks!
@Cellion thanks for the specific feedback.
- I agree being able to show more than plain text in the files will make it way better!
- Good catch on Lockout! This is a bug I will fix (and I'll make it customizable so you can define the number of fails allowed!)
- I actually did this on purpose to avoid spamming the same output to the terminal all the time (it checks to make sure it's not saying the same thing), but you are right we need some feedback to the user for actions so I'll look into this.
I've added all these items to my list of enhancements and bugs, thanks!
Fantastic! Really love those classy retro-computing visuals.
Some ideas:
- Add the ability for "files" to link to other locations, like youtube for a video or google drive for other multimedia stuff.
- Add some more customization to the traps (lockout for example triggers on one fail right now)
- Add the ability for some things to stay invisible even if their parent node gets hacked.
- Currently if you fail to hack something more than once, the message on the bottom left doesn't deliver multiple "hack failed" messages, so you don't get any feedback.
SFHackingSim |
2 people marked this as a favorite. |
Hey folks,
A new update has been released!
There are a bunch of new features included, I won't list them all, but a few of the key ones:
- You can now login and save encounters.
- There are now tutorial and FAQ pages, which includes notes on how to use the interface and descriptions for all the nodes (still a WIP).
- You can add passwords to nodes, so players can use passwords they find to avoid difficult or impossible hacks.
- There are now control nodes for things like doors, camera and turrets! Here is a snap of all the current nodes available.
Your feedback from the initial release was great, and I've tried to implement the most requested features! But there is still lots to do (and plenty of bugs to fix).
So if you spot a bug or a new feature you think would be cool, post here, or hop on twitter (@starfinderhack1) https://twitter.com/starfinderhack1
SFHackingSim |
Hey Starfinders, I've released a new update for the simulator!
New features include:
No more requirement to have an account , you can and make save encounters locally (saved in browser storage).
Can share online encounters with your players (Use the share button on the encounter page to generate a link).
Nodes now snap to a grid for easier positioning. You can toggle this on/off.
Can assign custom DCs to nodes
Can change the number of failed hacks before triggering lockout, wipe and shockgrid.
Happy hacking!
Mimski |
This looks amazing and makes me wanna prepare a Starfinder session immediately!
Some functions that I would find useful:
- The DC not being displayed in player mode.
- Could the control nodes be grouped together into one control node, where the admin just chooses an icon and names it? The current nodes could be examples in the FAQ/tutorial.
- In admin mode, could a grid be shown then snap mode is on?
- In the FAQ you mention that some things where changed from the rules for the interface. Could you provide a list of these? That'd also reduce future messages about "bugs" or "errors", I think.
Again, great job, I'll follow development and include a hacking encounter the next time I can :)
SFHackingSim |
1 person marked this as a favorite. |
Hey mimski, I thought I responded to your post already earlier, but now I see I didn't. I've noted all of your feedback, but have only incorporated some of it so far.
In saying that, new updates have been released
New features include:
Nodes shown their own DCs and it can be toggled on/off for the players.
Reveal and Diagnose nodes, when hacked they show all the hidden nodes in the network, or show the node DCs, respectively. They are in their own 'Special' category to separate the 'homebrew'.
Added new control node type: Robot.
Spot a bug or a new feature you think would be cool? You can post here, or hop on twitter (@starfinderhack1)
Happy hacking!
SFHackingSim |
2 people marked this as a favorite. |
Happy 2020 Starfinders! New update for the Starfinder Hacking Simulator has been released! V0.16!
https://starfinder-simulator.herokuapp.com/
New features include:
Overhaul of the trap system. Traps now have a "GUARD" action that lets you assign the nodes you want protected and these connections are shown with dotted lines. A trap can guard multiple nodes now, and a node can be guarded by multiple traps.
Users can arm/disarm traps once they are unlocked.
Added a homebrew node "TRACE". Starts a countdown timer when activated, then displays an effect when it reaches zero!
I've added the infrastructure for a public repository of encounters, so if you're running an adventure or module you can go in and grab a community made template for it! Still working on how submissions are going to be handled though. More to come soon!
Spot a bug or a new feature you think would be cool? You can post here, or hop on twitter (@starfinderhack1) https://twitter.com/starfinderhack1
Happy hacking!
SFHackingSim |
@AtlasSniperman
Currently it doesn't support feats that change how hacks work. I haven't decided how far I'm going to take this project, but looking at that feat it would be nice to have something that takes it into consideration. Stay tuned for future updates.
@ElectricWizard
The source code is not publicly hosted. Can I ask why you are interested?
Cellion |
Hey, just want to say that I'm getting a chance to use this simulator finally! It's grown into quite a sweet tool.
Only thing I'd really love is the ability to give nodes longer names than the current character limit.
One other thing I'm not sure about... it seems that ALL countermeasures currently trigger on the fail-by-5-or-more basis. So the feedback countermeasure works OK, but others like the Lockout aren't triggering if you're failing by less.