What changed
0 fixes2 additions1 change0 removals
- Performance
- Maps
- UI and audio
addedI did the disconnect/reconnect management and it's nice and clean. Now players can join a game mode at any time. So if someone gets disconnected, they can just reconnect. - What if the GM's devise crashes? It will shut down the lobby, of course, since the GM is the host, but the game automatically saves the game mode you are in every minute, so in the worst case you'll only lose 1 minute of gameplay. - Also the GM can save the game mode at any time, in case you need to stop a cession in the middle of a fight and in the middle of a round. - I also added a few little things like a new loading panel, sounds on some actions and a big optimisation for the pathfinding algorythm.
changedIn order to do all these things, I had to change the way I save maps, characters, and groups. So if you have already made characters, groups and maps, you just have to load them one by one and save them to erase the old version.
addedI've already noted a few features I'd like to add, if you have more ideas don't hesitate to tell me either through the form or in the #discussion channel: - Add tooltips for buttons or actions that aren't really clear. - Make short tuto videos for the main features of the VTT in the tutorials menu. - Since the GM sets doors manually when creating the map, add something that visually shows players during game modes where the doors are that their tokens can see. - Add sound for dice rolls. - Instead of the player's portrait, display the selected token's portrait on the rulers, pings, and areas. - Add states for tokens like sleeping, stunned, flying, on the ground, and any other state that can be useful to remember something specific about a token. - Area persistence. When creating areas, add a parameter that specifies how many round they'll show (0 by default). - When moving a token, show the area of all cells where the selected token can go with it's remaining move points.
Roles & Dice changes
addedI did the disconnect/reconnect management and it's nice and clean. Now players can join a game mode at any time. So if someone gets disconnected, they can just reconnect. - What if the GM's devise crashes? It will shut down the lobby, of course, since the GM is the host, but the game automatically saves the game mode you are in every minute, so in the worst case you'll only lose 1 minute of gameplay. - Also the GM can save the game mode at any time, in case you need to stop a cession in the middle of a fight and in the middle of a round. - I also added a few little things like a new loading panel, sounds on some actions and a big optimisation for the pathfinding algorythm.
changedIn order to do all these things, I had to change the way I save maps, characters, and groups. So if you have already made characters, groups and maps, you just have to load them one by one and save them to erase the old version.
addedI've already noted a few features I'd like to add, if you have more ideas don't hesitate to tell me either through the form or in the #discussion channel: - Add tooltips for buttons or actions that aren't really clear. - Make short tuto videos for the main features of the VTT in the tutorials menu. - Since the GM sets doors manually when creating the map, add something that visually shows players during game modes where the doors are that their tokens can see. - Add sound for dice rolls. - Instead of the player's portrait, display the selected token's portrait on the rulers, pings, and areas. - Add states for tokens like sleeping, stunned, flying, on the ground, and any other state that can be useful to remember something specific about a token. - Area persistence. When creating areas, add a parameter that specifies how many round they'll show (0 by default). - When moving a token, show the area of all cells where the selected token can go with it's remaining move points.
The VTT finally has all its main features, here are the last ones that were missing:
- I did the disconnect/reconnect management and it's nice and clean. Now players can join a game mode at any time. So if someone gets disconnected, they can just reconnect. - What if the GM's devise crashes? It will shut down the lobby, of course, since the GM is the host, but the game automatically saves the game mode you are in every minute, so in the worst case you'll only lose 1 minute of gameplay. - Also the GM can save the game mode at any time, in case you need to stop a cession in the middle of a fight and in the middle of a round. - I also added a few little things like a new loading panel, sounds on some actions and a big optimisation for the pathfinding algorythm.
In order to do all these things, I had to change the way I save maps, characters, and groups. So if you have already made characters, groups and maps, you just have to load them one by one and save them to erase the old version.
I think we can officially call it a V1.000 since we have all the main features! I have already released it on steam so you can update and try it, the game is now in your hands!
There are still probably some bugs and things that could be better and I'll fix them as we discover them, but for now I need a break from this project, according to steam I've spent more than 1000 hours on it haha.
I've already noted a few features I'd like to add, if you have more ideas don't hesitate to tell me either through the form or in the #discussion channel: - Add tooltips for buttons or actions that aren't really clear. - Make short tuto videos for the main features of the VTT in the tutorials menu. - Since the GM sets doors manually when creating the map, add something that visually shows players during game modes where the doors are that their tokens can see. - Add sound for dice rolls. - Instead of the player's portrait, display the selected token's portrait on the rulers, pings, and areas. - Add states for tokens like sleeping, stunned, flying, on the ground, and any other state that can be useful to remember something specific about a token. - Area persistence. When creating areas, add a parameter that specifies how many round they'll show (0 by default). - When moving a token, show the area of all cells where the selected token can go with it's remaining move points.