Posted in EpicTable Development on June 25, 2010 at 11:50 pm
Last night, my group’s regular Thursday night game was disrupted by one player absent and another delayed. But there’s a silver lining to this story. We took EpicTable out for an initial spin instead of playing!
No, it’s not quite ready for prime time, but the basics–chat, dice rolling, game formation, local tabletop interaction–worked pretty well. Even handouts “worked” if you call showing up at the other participants’ computers as a base64 encoded blob in the log “working”.
The new messaging layer, which has contributed to much of the delay in getting EpicTable out the door, performed flawlessly–which is to say, it was invisible. No port forwarding, no messing with firewalls, no mysterious disconnects.
Don’t get me wrong, there was plenty missing–I hadn’t planned to use it quite yet, so there were still buttons going nowhere, there was no installer, some tabs that were experimental were visible; but for a first flight, it wasn’t too bad. While I’ve “shown” EpicTable a lot via shared screen demos, I’ve never actually put it in the hands of anyone else before now. Thanks go to the guys in my gaming group for pushing me off the cliff while I was still talking about the imperfections in my wings.