anvil-vtt / FateX

FateX is the extended Fate game system for FoundryVTT.
MIT License
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Automated Animations module #111

Open RudeLynx opened 1 year ago

RudeLynx commented 1 year ago

Describe the solution you'd like I would like to propose integrating the Automated Animations module into the Fate X system. This integration would provide visually captivating spell effects, enhancing the overall gaming experience and immersing players in the world of magic. link module: https://github.com/otigon/automated-jb2a-animations

Additional context By incorporating Automated Animations module, the Fate X system would be able to generate dynamic and animated visual representations of spells and magical abilities. This feature would not only make gameplay more visually appealing but also aid in better understanding and engagement with the magical aspects of the game. It would be great to have an option to enable or disable these effects based on individual player preferences.

PatrickBauer commented 1 year ago

@Rudekay Thanks for your suggestion. Can't this module be used standalone? In what way would it have to be integrated into FateX?

RudeLynx commented 1 year ago

I'm sorry, I mistakenly put a wrong module in my original post. I meant compatibility of FateX with the Animated Animations JB2A module, so the animations would be working with a press of a skill in character lists, or, if it proves difficult to accomplish, make a feature to add macros in the settings of the skills. The original post has been changed.

PatrickBauer commented 1 year ago

@Rudekay I'm still not sure I follow. In systems like DnD and Pathfinder this module adds animations to specific spells and actions. The skills in Fate are normally very broad and wouldn't normally have a single animation that would represent them.

Having a look at the default Fate skill list, only fight and shoot could be skills associated with an animation. Could you explain what you're trying to achive?

sharethepudding commented 5 months ago

@PatrickBauer

Hi Patrick,

I understand your concern about the broad and abstract nature of Fate skills. Rudekay's proposal to integrate the JB2A Automated Animations module into the Fate X system is more about offering a tool for customization and creative expression within the game.

The JB2A Automated Animations module provides a library of animated assets that can be used to enhance various aspects of gameplay, including spells and abilities. While some RPG systems have predefined animations for specific spells, Fate is known for its flexibility, and that's where this integration can shine.

In the context of Fate, the GM and players can come together and decide how they want to use these animations to represent skills or stunts. It doesn't have to be tied to anything specific because these animations are essentially assets that can be assigned based on player preferences and the narrative of the game. Here's how it can work:

Collaborative Decision: When a player wants to use a specific skill or stunt that they feel deserves a visual representation, they can discuss it with the GM and other players. Together, they can decide which animation from the JB2A Automated Animations library best suits the intent and flavor of that skill or stunt.

Flexibility: Fate encourages creativity, and this integration can align with that philosophy. If a player wants their character's "Fight" skill to have a fiery sword animation or their "Sneak" skill to have a shadowy cloak effect, they can make that choice.

Narrative Enhancement: These animations can be used to enrich the narrative and make the game world more vivid and engaging. For example, a player might choose a sparkling aura animation when casting a protective spell, or a gust of wind animation when using a swift movement stunt.

Optional Customization: Importantly, it's not a requirement for every skill or stunt to have an animation. Players can choose whether to incorporate animations, and it's entirely optional based on their preferences.

In summary, the JB2A Automated Animations module offers a versatile tool for Fate X, allowing the GM and players to decide how to enhance their gameplay with animations that align with their vision and storytelling. It's all about adding an extra layer of immersion and creativity to the game without being restricted by predefined animations.

I hope this helps clarify Rudekay's proposal and how it can be applied effectively in the context of Fate.

PatrickBauer commented 5 months ago

@sharethepudding Thanks for the explanation, even though it was mostly written (and needlessly embellished :D) with ChatGPT. I'll see what it means to add compatibility to stunts, skills and extras 👍

sharethepudding commented 5 months ago

thanks! would be dope.