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Tabletop - an online epic simulator

 Post subject: Re: Tabletop - an online epic simulator
PostPosted: Fri Mar 11, 2011 9:11 pm 
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Have to agree, Z. If you have the ability for both players to see and interact on the same virtual table, talking to each other over skype or whatever, then KISS is best. I love the way that you have got the distance mechanic attached to a unit so it is easy to see just how far it has gone, so while the mechanism to go "Red" could be added I am not sure it is needed.

On placing units over terrain, I also agree you do not need to bother with any 'special' gubbins - both players should be able to see and agree whether it is or isn't in, and play accordingly.

Really looking forwards to the finished article as it has so much potential.


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 Post subject: Re: Tabletop - an online epic simulator
PostPosted: Sat Mar 12, 2011 1:13 am 
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Yep, my idea is to keep it as simple and clean as possible to allow players to play by their own rules. As much as possible I want it to be like a real game of Epic, just online.


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 Post subject: Re: Tabletop - an online epic simulator
PostPosted: Sat Mar 12, 2011 1:28 am 
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just a thought, you will need all the 'tools'; ruler (for ranges), templates etc as well as dice (lots of dice in some cases :)), and also an "off-table" area for reserves, A/c etc. Now, a thought might be to add a 'shooting wiget' to those units that can (or perhaps a button click?) that acts like the reverse of your movement widget - leaving the unit in place, but stretching out to the target.

Also, it occurs to me that a unit quite often needs to zig-zag rather than move in a totally straight line; it would be really usefull if you could 'sticky' one or more intermediate points to show the total distance travelled.


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 Post subject: Re: Tabletop - an online epic simulator
PostPosted: Sat Mar 12, 2011 2:14 am 
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Ginger wrote:
just a thought, you will need all the 'tools'; ruler (for ranges), templates etc as well as dice (lots of dice in some cases :)), and also an "off-table" area for reserves, A/c etc.


Ruler is already in; right click and drag, it works much like picking up a unit.

Templates need doing but are simple enough.

Dice are in, though only able to roll 6 at once at the moment, I'll increase that. The results of the dice rolls are shown to both players so there is no possibility of cheating.

I now have two off-table areas, one for each player.

Ginger wrote:
Now, a thought might be to add a 'shooting wiget' to those units that can (or perhaps a button click?) that acts like the reverse of your movement widget - leaving the unit in place, but stretching out to the target.


The way the tape measure works effectively does this already. Right click on a unit and drag to the target and it'll show you the distance.

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Also, it occurs to me that a unit quite often needs to zig-zag rather than move in a totally straight line; it would be really usefull if you could 'sticky' one or more intermediate points to show the total distance travelled.


Hmm... I'll have a think about how doable this is....


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 Post subject: Re: Tabletop - an online epic simulator
PostPosted: Sat Mar 12, 2011 4:44 am 
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Just a few things I think would be great

-not a ruler but a exact range checker, ie, the ability to click one unit , then click a second and it would automatically tell you the shortest distance. this would be more for those times were you are literally millimeters in or out, or exactly at the max range, cus when stuff like that happens some times* see it in range while others might argue that its not. Another way of doing this is , once the first unit is selected , for the specific unit you drag the ruler over to get highlighted (get a green glow or some thing) that combined with the fact that the distance is always displayed will quickly confirm or denie if its in range or not.

-kinda like the one above for ranges, but i like the idea of being able to create a bubble around a unit to show every direction of its range. this combined with the highlighted idea above will speed up range checking for entire units, instead of ranging each unit one at a time for each possible target.


o and whats with the round bases? simplicity or some thing?


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 Post subject: Re: Tabletop - an online epic simulator
PostPosted: Sat Mar 12, 2011 12:55 pm 
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Lord Aaron wrote:
-not a ruler but a exact range checker, ie, the ability to click one unit , then click a second and it would automatically tell you the shortest distance. this would be more for those times were you are literally millimeters in or out, or exactly at the max range, cus when stuff like that happens some times* see it in range while others might argue that its not. Another way of doing this is , once the first unit is selected , for the specific unit you drag the ruler over to get highlighted (get a green glow or some thing) that combined with the fact that the distance is always displayed will quickly confirm or denie if its in range or not.


That's certainly doable, though it would require encoding the size of each base.

Lord Aaron wrote:
-kinda like the one above for ranges, but i like the idea of being able to create a bubble around a unit to show every direction of its range. this combined with the highlighted idea above will speed up range checking for entire units, instead of ranging each unit one at a time for each possible target.


This isn't really doable in the engine I'm working with.

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o and whats with the round bases? simplicity or some thing?


The round bases are there solely for ease of achieving your first goal above; it's much easier to automatically work out the closest points of two bases if they're round rather than square/oblong.


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 Post subject: Re: Tabletop - an online epic simulator
PostPosted: Mon Mar 14, 2011 9:01 pm 
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That looks nice ZC. Will people still want to play on real tabletops??

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 Post subject: Re: Tabletop - an online epic simulator
PostPosted: Wed Mar 16, 2011 6:52 pm 
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Hopefully, though soon I'll need help testing out my virtual one.


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 Post subject: Re: Tabletop - an online epic simulator
PostPosted: Wed Mar 16, 2011 7:32 pm 
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sign me up for testing if you're around in the evenings, east coast time.


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 Post subject: Re: Tabletop - an online epic simulator
PostPosted: Fri Nov 18, 2011 10:09 pm 
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I think this is now at a stage where I'd like to test it out. I'm sure it's very buggy, especially in the two player interaction stuff, so I need to play a few games to find out the bugs.

Is anyone around this weekend who can test it out with me? We can only do a marines vs marines battle so far as that's the only army I've made units for yet!

Likewise, if someone wants to help make units (and buttons for units), I'd be very grateful!

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 Post subject: Re: Tabletop - an online epic simulator
PostPosted: Sat Nov 19, 2011 4:55 pm 
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Anyone?

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 Post subject: Re: Tabletop - an online epic simulator
PostPosted: Sat Nov 19, 2011 4:59 pm 
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I can give you a few mins now? lol


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 Post subject: Re: Tabletop - an online epic simulator
PostPosted: Sat Nov 19, 2011 5:00 pm 
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I need to set stuff up first, so ideally I'm looking to find a time when someone's free to play a small game.

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 Post subject: Re: Tabletop - an online epic simulator
PostPosted: Sat Nov 19, 2011 5:00 pm 
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Ah, sorry.


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 Post subject: Re: Tabletop - an online epic simulator
PostPosted: Sat Nov 19, 2011 5:51 pm 
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Talk to me in five to six weeks, maybe. ;)

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