In creating a VASSAL module, the goal is not to copy every component of the boardgame and implement it in exactly the same way. I start with the Best Practices chapter of the VASSAL 3.1 Designers Guide. The big three are:
- Don't Try to Enforce the Rules
- Limit Automation
- Leverage Programmatic Efficiencies
To these I add:
- The primary focus of a module should be the map and counters.
- Use only stock toolbar buttons and icons.
- No charts and tables.
- Credit the source when re-using graphics.
Use a clean scan of the printed map. Make a custom map if there is no good scan available (or just abandon the module for now).
If the map has a hex grid, include a hex overlay and provide hex identification on mouse-over (even on empty hexes).
Ideally, there is no need for individual hex numbering in a VASSAL module. Numbering of every hex is information overload/text clutter - which helps in the printed game as a setup aid, but is unnecessary in VASSAL, given that the mouse-over stack viewer can provide this information, and at-start stacks (and vsav files) are available for setups. Removing hex numbers from a scanned map is impractical due to the amount of time required to edit the image in GIMP.
Use VASSAL's Game-Piece Image Definitions where possible. This yields consistent game-piece size, edge rendering, and color; better legibility when zooming out. Even when using scans of the counters, incorporate them in to a Game-Piece layout as an image component (centered within the layout).
3. Rules, Charts and Tables
The player is expected to have access to the printed rules, charts, and tables. An exception is where a table or chart appears only on the published game map, which makes it cumbersome to use in VASSAL. Or when the paper version can be improved upon as a VASSAL component.
4. Toolbar Icons
Use only VASSAL default toolbar buttons and icons for consistency between modules. Custom toolbar graphics draw the eye away from the maps and counters and create another hurdle in the module learning curve with unfamiliar buttons.
Modules on this site always start out as version "rdm" and include these three letters in the file name.
Further versions of a module may append a letter in alphabetical sequence - rdma, rdmb, rdmc, etc - (although the filename will remain unchanged).
The relevant version information will always be the internal property, as listed in Module Manager.
Why Not Post to the VASSAL Website?
- Because my modules are always subject to being tweaked, it is easier for me to just upload a replacement file to my own web host.
- There is no obvious method for deleting a module from the VASSAL website.
- I want to create modules for games by SPI, which is a banned publisher (according to the vassalengine wiki).
- My modules are typcially bare-bones - just map and counters. No charts, no eye-candy toolbar buttons.
- Some of the modules are experimental, as I explore the capabilities of the software.
- Not all have been playtested.