Is the database design alright? And I’m quite lost with the admin entity here

A quick description of my system would be: there are 2 users: users and admin.

User registers on the website. Upon registration, the system will generate a QR code for the user. The user then goes to be vaccinated, and upon vaccination, someone will be able to scan his/ her QR code and the status of the user will be updated as vaccinated with the 1st dose of the vaccine. Additional information will also include, the date for the 2nd dose of vaccination, the doctor who was responsible for the vaccination, date and time of the vaccination. The user can also give his feedback for the side effects per dosage.

On the admin’s side:

  • able to log in
  • they will have a report in the graph for each of the vaccines and the percentage of how many were vaccinated with these types of vaccines.
  • graph of side effects per dosage of each of the vaccines
  • add, edit, and delete a doctor
  • add, edit, delete a vaccine
  • it will also include Analytics for the frequency of the users
  • list of those users

This is the database design I have come up so far and I’m needing help if this is correct and I’m a little lost with the admin entity here.

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From a game design point of view, what are the implications of using realistic distances in an open world map?

I’m starting an open world game and the plan is to have a single "open world" map that should contain a medieval citadel (1.4 km/2 – taking as example Palmanova in Italy) and some countryside around it.

The plan is to delimit the map with a river and some hills.

What I realized so far is that most open-world games take a specific approach when it comes to size their areas, it’s unlikely you’ll ever find a realistically sized citadel, they will tend to be all pretty small, and it will take no more than a few minutes to run from one side to the other of it.

An example that comes to mind is The Witcher 3, the Novigrad/Velen map is 15.2 km2 but the city is approx 0.25km2, which is a lot smaller than what I plan to build for my map.

To walk from one side to the other of my citadel the player should take around 15 minutes (according to Google Maps), while, as I said, in most games you can run through a city in a matter of 1 or 2 minutes.

Keep in mind there will be no vehicles and I’d still like to have the countryside take most of the map area to keep everything proportioned and realistic.

The question is, is it a good idea to build such a "large" citadel? What gameplay issues could I face? How should I handle the fact that the countryside will end up being extremely huge (and empty?) if I want to keep it properly proportioned with the citadel?

Need advice on how to make a similar design

Hello everyone :)

I am making a project right now, kind of like a coursework for my Web Development uni subject. I want to make something complex so that I could use it not only for uni, but also for my portfolio in the future.

To give you some examples of what I’m talking about here is this website: https://www.eleken.co/saas-web-design

I know it was built using webflow, maybe someone here could help me with implementing something like this, or maybe telling me where to start. I’m…

Need advice on how to make a similar design

Design isn’t just art!

Just thought I'd share my latest medium article on this topic, just because so many people calling themselves web designers AREN'T anything of the sort. Just as so many of the glitzy but ultimately useless "template sites" are filled with broken inaccessible garbage thanks to the same delusional and nonsensical treatment of the subject.

Much less the gullibility of those who think they can magically buy an off the shelf template, cram their content into it, and magically see succcess….

Design isn't just art!

What is this RPGA world/campaign design contest winner (ca. 2006?) I remember?

More than a decade ago, my best friend had an online subscription to various D&D materials. When he was back home visiting, he let me spend a few hours exploring this treasure trove. From what I can remember, there were fully indexed, digital versions of the current rule books. There were Q&A and discussion fora as well as online campaign settings somewhat like much older/slower play-by-mail. One of the campaign worlds I was particularly impressed with there was essentially a water world, where adventures took place on the high seas between islands and underwater in the deep.

What struck me the most, though, was the world design contest winner from an RPGA network contest that I had found in the campaign settings. As I recall, it was set on a world where the great heroes had just failed to prevent the invasion of some extra-planar entities that meant to take total control. Completely blown away by the unusual concept of the starting point, I had noted the name of this world and campaign setting but lost it over the years. My friend could not remember it and no longer had his subscription. I would very much like to relearn the name of this world and get more details about it as a campaign setting. Any assistance is much appreciated.

Using some homebrew i created. How to design a level 1 encounter with 7 level 1 characters

Me and my friends decided to play some dnd 5th edition. The issue is, though i am a long term DM i am only well-versed in the rules for 3.5e and Pathfinder 1st, same as Open Legend but it uses a completely different base system than the other ones.

I am essentially playing in a world that has been changed by the invention of Magitek. Technically it was discovered by some ancient ruins by the big empires expedition into the wilderness, though they honed and reverse engineered all that old tech in those ruins.

Right now my adventuring party is about to meet in the common tavern setting. All of those characters are of level 1 and consist of:

-Life Cleric

-Artificer

-Barbarian

-Monk

-The UA Pheonix Sorcerer with a few tweaks.

-A warlock with homebrew. Pact of the Vengeful Spirit as a mounted warlock kind of deal.

-Blood Hunter

Right now i want to make a small adventure playing in a neutral swiss like country, which is outside of the large and political conflicts of this world. To get the characters to bond in a more neutral environment. Since 1 Character comes from the "evil" empire and the other 3 come from it’s natural enemy. So to build up a group i decided to let them start in a neutral environment. Though i would like to introduce that little homebrew i entered into the world.

Magitek Items or rather Items with the Magitek Keyword are like magical items, but require fuel to sustain themselves for a more beneficial effect. What i was thinking of was that a Beast Tribe with enough Intelligence, probably Goblinoids, stole some shipments from the place they are currently situated at and are using that to raid the lands.

Though personally with a relatively balanced lineup of characters and essentially 7 turns in player character action economy. I personally do not know how to make an engaging encounter for them or multiple during this mini-adventure so that the players feel challenged and feel that this is an actual threat if these items get out of control. Obviously i would also not hand my players magitek items early on in the campaign. The Life Cleric is a Kleptomaniac. So should i maybe build in a failsafe ?

I’d require some good help for encounter building against overwhelming action economy in 5e as in 3.5 or pathfinder 1st i can handle it. Though there i feel it is quite confusing. Any advice is helpful here.

Thanks for the help in advance.