Whew, the skin for the guidebook is finally done*. And the main site skin is very close to being at least presentably done too. It’s been 21 days since I started.
I accidentally turned my fadey post boundary into a cool glass effect by just changing the background colour :p
Well, here’s what I just spent the past three or four days perfecting.
I know this is kind of a quirky way to do things, but it has one really big advantage—I can retheme the presentation really drastically if I want to without having to rewrite/restructure the data itself, and since I can alter it at the HTML level I have more control than even with CSS. It’s also really easy for me to just add a creature/clade to the tree by putting a tag for it into the XML file and have it look great immediately, way easier than it’d be to try to wade around in all those confusingly similar ul’s and li’s every time.
I’m also going to make the creature/character pages the same way (one rethemeable page that pulls data from my master XML file), since it seems like the most practical option.
*incomprehensible programming nerd babble*
The other day I was thinking about some things I could do with the interface, and came up with this idea of some kind of a tree showing all the possible choices, which you could access after getting through a given chapter in order to see what all the alternate possibilities were.
I thought that due to Stolen Heart and his underlings’ story (I can’t say exactly why yet because spoilers XD), it might be interesting to have Kodėlgi or somebody at a monitor looking at the possibility map to kind of put things into context. As I was trying to illustrate at the top of the page, you’d click on some kind of jackal head icon to access it.
(On a totally unrelated note, when I typed “attmapz” into my phone for the message body while sending the first picture to my PC, it turned into “Autocry”.
I think the T9 on my phone might just end up being part of the Cleverbad eventually…)
Some Destiny Attribute graphs to be precise.
If my current intentions carry through into the final product, these are going to be very important in Stablehand.