Been a longtime D&D player since high-school (cut my teeth on the soft-cover D&D Basic Rules Set), with a long hiatus between college and recent years.
While saddened to see the increase in rules complexity since that time (my attention dwindled around 3e), imagine my surprise and joy when I came across Basic Fantasy!
If you’re looking for a nearly zero-cost way to get into a game that “feels” like classic D&D (less focus on tactical combat and more on the role playing aspect, supported by modern d20 rules), I’d highly recommend it.
- Its UI is very well implemented and simple to learn;
- Should you decide to build your game for other platforms (Win/Lin/Mac, you can;
- If you have a budding interest in game development, you’ve already started with a good engine choice, and can pivot to adding graphics/sound, animation, 3D, multiplayer, etc afterward.
I’d recommend you take a look at Godot. With in-built VR and C# support, a new major version peeking over the horizon, and many, many Unity devs coming over due to recent fallout in those circles, the time truly has never been better.
Arch Enemy’s “Aces High” cover-song autoplayed one too many times at too-high a volume first thing in the morning while preparing to drive to work. I eventually cleared out my Apple Music songs and much more calmly welcome whatever pop station my wife leaves the radio on instead when I start my car.
I’m really rather excited to see communication protocol as code, however what sort of latency does having “Hathora-in-the-middle” incur?
I’m particularly interested in the proposed GDscript support (to the level that I want to contribute), but I would recommend separating “packet validation” from “everything else”, so that it could live inside a game-server without the necessary performance cost (however minimal) to an external actor.
Joplin user here. I’ve installed it on every device I own, and sync my notes with my NextCloud code instance. A few synchronizing snags aside, I’m extremely happy with it.