Deck Core Features:
Deck Order Persistency (From shuffled to shuffle, the deck order is copied and behaves like a physical deck of cards)
True Random Number Generation(User generated RNGs via hashing of raw image data)
RNG Saves (Save a special RNG for regular use/manifestation)
How it works:
- Main Scene has :
- Use a previously generated seed(history)
- Generate a seed from a photo
- Use a pseudorandom number generator(stock RNG class)
- Previously Generated Seed Menu has:
- Load a previously generated seed(history)
- Delete an old seed
- Generate a seed from a photo Scene has:
- Take a new photo(camera access request)
- Use a photo from library
- Use a pseudorandom number generator Scene has:
- Select from more than one option? (It's unknown if I can create options, but I'd like there to be)
I expect to be able to access the core scene as a sort of singleton, hopefully this way I can allow a user to change their seed
on a whim.
This would be so I can provide a 'clarifier' card when the user is unable to interpret the current spread clearly, simply by:
- Selecting the 'clarifier' button
- Choosing whether or not to change the seed for this question (then the deck core scene is instanced)
- Drawing a card
Requirements for this feature:
Persistent Data Storage(user generated seed history, photos? maybe)
Photo Processing (input is raw photo data, output is a small RNG seed)
RNG classes (Maybe I need to expand the current class?)
UI stuff(animation for 'number crunching stuff')
For the moment, I'm holding off on developing this, mostly because I still have my hands full developing the main features, and because my plan was originally to just launch this on iOS. Now that I know a bit more, I'm realizing it may be much more advantageous(and fast) to develop for android as well due to simplicity of the export process in Godot, so it's now possible that I could implement this feature for an android version first if I suffer any iOS issues.
Deck Core Features:
Deck Order Persistency (From shuffled to shuffle, the deck order is copied and behaves like a physical deck of cards)
True Random Number Generation(User generated RNGs via hashing of raw image data)
RNG Saves (Save a special RNG for regular use/manifestation)
How it works:
I expect to be able to access the core scene as a sort of singleton, hopefully this way I can allow a user to change their seed
on a whim.
This would be so I can provide a 'clarifier' card when the user is unable to interpret the current spread clearly, simply by:
Requirements for this feature:
Persistent Data Storage(user generated seed history, photos? maybe)
Photo Processing (input is raw photo data, output is a small RNG seed)
RNG classes (Maybe I need to expand the current class?)
UI stuff(animation for 'number crunching stuff')
For the moment, I'm holding off on developing this, mostly because I still have my hands full developing the main features, and because my plan was originally to just launch this on iOS. Now that I know a bit more, I'm realizing it may be much more advantageous(and fast) to develop for android as well due to simplicity of the export process in Godot, so it's now possible that I could implement this feature for an android version first if I suffer any iOS issues.