In response to my recent video demonstrating EpicTable 2 character tokens, someone asked about isometric maps and tokens, and pointed me to Alex Drummond’s work (https://www.patreon.com/epicisometric/overview). All of this got me wondering…
Here is an isometric map and tokens in EpicTable 1. I turned off snap-to-grid and show-grid. Please, no one ask me to do snap-to-grid on isometric maps–I’m still recovering from hex maps! 😉
The only unfortunate thing is that EpicTable 1 makes tokens square, because…I guess I had an overly D&D-centric perspective. This squishes isometric tokens. In EpicTable 1, you can get around this by using image objects instead. This is a significant pain, made worse because you can’t save a gallery of images for easy reuse in ET1. I won’t make either of these mistakes in ET2!
People who care about token facing: What do you think about the test snapshot below? The notion is you’d be able to face an edge or vertex or free-rotate. You’d be able to change the facing indicator color and turn facing indicator display on or off.
A question I have is: should the indicators be shown for all tokens or just the selected one? Or is that behavior that needs to be configurable?
Let me know on the forum or on facebook.
In case you didn’t see this on Facebook or the forum… A quick development update in the form of a video demo. Some enhancements to map tokens and a often-requested feature: container objects. Check it out!
Hi folks. As we close out 2017, I thought I’d update you on EpicTable 2 and what I’ve been working on lately. I’m really excited with the way things are going, and I wish I had some visual way to show that to you. Unfortunately, what I’m working on at the moment is infrastructure stuff–storage and messaging–and there’s not anything very visual about that. I have a cool video planned where I’ll show you why it matters to you, but 2017 John doesn’t want to steal 2018 John’s thunder, so I’m not going to describe that to you. You should see that fairly early in 2018. Instead, let me tell you why I’m working on infrastructure and why it matters.
EpicTable 2 is entirely WPF-based. To the non-developers out there, that won’t mean much, but it’s essentially this: EpicTable 1 was built mostly before the current set of Windows development technologies existed. So, in the early versions, I had to do some things that were crazy by comparison to today. In version 1.2, the tech used for maps got an upgrade, but everything else stayed the same–you know, so it could get out there quickly(ish). But that left some strange artifacts that you guys see on occasion–flickers, maps going black when you do certain things and then reappearing when you click back onto them. Chat didn’t get a tech uplift at all, and so many things I wanted to do, like making the dice and fonts resizeable, just weren’t practical. Worse, as a new generation of laptops came with varied video resolutions, it was becoming harder for chat in particular to avoid rendering weirdness. I’m happy to report that the new chat looks awesome, and the new maps, sitting in a brand new all-WPF shell, have none of the flicker and other oddness.
The main difference with messaging and storage is that in ET2 I’m using a cloud-based relay for some things that used to be peer-to-peer. You won’t see any functional difference, but the time to send resources from the GM to the players, or vice versa, is way, way shorter. Especially you guys that sometimes find yourselves on slow networks will appreciate that. This was actually one of the most common problems I’d see people encounter–bogging down a GM with a slow network. This will become more important because EpicTable 2 will incorporate video in some of its features.
Basically, the theme of EpicTable 2.0, in addition to bringing in some new features, is making everything work better and making the codebase simpler so that it’s easier to add new features. So when are you going to see any of this? You know I don’t give out dates, because any tech hurdle that arises throws a schedule based on nights and weekends way out of whack. However, the milestone I’m currently working on is getting the new data storage done and all the pieces–chat, maps, dice, etc., fit back into the “shell” with no themes or anything. Once that’s done, I’ll be able to better project when you can have a beta to play with. As always, I’m fighting with perfection as the enemy of done.
In the meantime, here’s a reminder of work toward EpicTable 2: the EpicTable 2 Preview playlist on YouTube. I’ll continue to add to this playlist and update you here as work progresses. As a side note, December 2017 has been the best-selling month in EpicTable history. Thank you all for your support. I’ll work hard to get you EpicTable 2 as soon as I can.
Scenario: you have a gaming group, but someone has moved away. The whole point of EpicTable is to let you play regardless of where everyone lives, so it’s great for getting the gaming group back together or preventing it from splitting up in the first place. Most of my games in recent years have been entirely online–that is, no one is face-to-face. However, my current group is one like those I know some of you have: most people face-to-face and one remote. We’ve had a couple false starts at this over the years, honestly, and I’ve always felt bad about that. EpicTable was working great for me in my all-remote games, but the hybrid games weren’t working, for a bunch of reasons unrelated to EpicTable. This time, though, I think we’ve finally got the right formula. In this post, I’m going to share what was wrong and why it’s working this time. At the end of the post, I’ll list all the gear I’m currently using.
Interaction is the Key
I know, that sounds really obvious, but that’s what we were missing all along with the hybrid games. Interaction in my all face-to-face games was great, interaction in my all-remote games was great too, but interaction in the hybrid games was…bad. In retrospect, I was failing for three reasons: poor sound, poor/no video, and separate physical and virtual tabletops.
Better Video: Dedicated Player View
In my failed attempts, I sat at the head of the table with my laptop, and I had a webcam pointed out at the group so the remote person could see the other players and the physical tabletop. One problem was that I didn’t have a great webcam, so the remote person’s view wasn’t great. Webcams have gotten a lot better over the last several years, which has sort of solved that problem. Another problem was that I didn’t have a dedicated display of the remote person. I had him in a Google Hangout on my laptop, or sometimes I’d drag the Hangout window to the screen where I was displaying EpicTable maps and handouts, but…that was the screen where I was displaying maps and handouts, so most of the time the remote player’s video was hidden.
Now, I have the remote player on a tablet dedicated to running Google Hangout. That’s all it does–it’s running the Hangout, so it’s displaying the remote player full-screen, so it seems like he’s at the table. In fact, he’s “sitting” opposite of me, at the other end of the table, so he can see me, the table, and the other players. And we can see him. The difference this makes is really significant. We used to almost forget the remote player was there (sorry, Ed), but now, he’s right there at the table with us.
In earlier attempts, the sound was just awful. On my well-prepared days, I’d have an external mic and speakers, but they weren’t great. Sometimes I’d use the webcam mic. It was a bit of a disaster. Nothing takes the remote player out of the game faster–or makes the local game drag–than when the remote player can’t hear well and can’t be heard. The fix for this was embarrassingly simple: I bought a decent bluetooth conference speaker/mic and put it in the middle of the table. Like the webcam, this is an example of tech getting better and more affordable, but it was also made possible by our abandoning the use of the physical table for maps, because that freed up the middle of the table for a mic rather than the mic being on the laptop.
Eliminating the Physical Gaming Surface
This one might be the hardest sell for your group. We love our dice and minis and battlemats. In earlier, failed attempts at the hybrid game, I was trying to preserve the face-to-face experience unaltered and just add the virtual experience for the remote person. One time I tried using a physical battlemat and minis at the table and reproducing all the action on an EpicTable map for the remote player. That had me overloaded, and I couldn’t run either side of the game as well as I wanted to. Another time, I tried using a touchscreen in the middle of the table, so all maps were EpicTable maps, and we didn’t use minis, but we still had the feel of the map on the table. That worked out better, but there were minor logistical issues: as the GM, it’s harder to see the map on the screen lying on the table unless you stand up all the time, which makes running the game harder. It also takes up the middle of the table–where everyone’s speech is aimed, so you can’t easily put the mic there. Also, with a screen on the table, everyone’s paranoid about drinks and snacks, and there’s no room for books and character sheets, etc.
In this latest round, we’ve completely stopped using the physical tabletop for maps. We still roll dice on that table, but otherwise, it’s solely the realm of drinks and snacks and books and character sheets. The maps and handouts are on a 32″ screen on a tripod at the end of the table. That’s big enough that I can see the maps from where I’m running the game at the other end of the table, and all the players can see, but it’s not so large that the tripod sags under its weight. Plus, the tripod and 32″ screen are pretty portable for if I want to take this setup on the road.
I thought that leaving minis behind and moving the map from the center of the table would be issues, but they really haven’t been. The gains in better interactivity and GM sanity have offset the downsides.
Finally! A viable face-to-face / remote game.
It’s hard to stress enough how important these changes have been. I feel like we have a really good hybrid game for the first time.
Setup and Gear
Here are the full details of my setup and gear. I’ll provide links at the end of the post. I’m not trying to sell anyone anything–I’m just telling you what’s working for me. I’m sure there are plenty of other variants out there. Feel free to post your own setups to the forum.
My Location as GM
I’m at one end of the table, running EpicTable on a laptop. I have the 32″ screen plugged in via HDMI cable and have my display extended to that one, so I can drag windows from my laptop screen to the bigger screen that the players can see.
The Local Players’ Screen
This is the 32″ screen that is connected to my laptop. It sits at the opposite end of the table from me (so I can see what’s there as well as the players can). What do I drag over there? Usually, the chat window (so the local players can see the remote player’s dice rolls), a tabletop where I have pics of several NPCs and locations, the EpicTable portrait bar, and the player view of whatever map we’re on.
Virtual Ed: The Remote Player at the Table
I use a Microsoft Surface Pro 1 Tablet on a tablet stand as the dedicated display of our remote player, Ed. It has our Google Hangouts window fullscreen, so we all have a view of our remote player. Why a Surface Pro? Mostly, just because I had one lying around, but also because I needed something with a USB connector for my webcam and Bluetooth for my conference speaker/mic. Any tablet that can do that and run Google Hangouts will work. It might be nicer to have a larger display of the remote player–depending on your remote player. For Ed, that Surface Pro is just fine. 😉 Actually, if I could get a larger tablet, or maybe a laptop with external monitor, at the right price point, I’d be tempted to upgrade the remote player display–especially if we started having multiple remote players. Note that this device isn’t running EpicTable–just Google Hangout. It exists only to bring our remote player into the game.
A Logitech HD Pro Webcam C920 is positioned near the tablet, looking out at the tabletop, the other players, and me. With current webcam tech, you can affordably give the remote player a view of all that and it’s good enough that they can see the non-verbal cues around the table and participate way better than in the past.
The audio for the remote player is a Jabra Speak 510 Wireless Bluetooth Speaker sitting in the middle of the table. It’s connected to the tablet running Google Hangouts. This has improved our audio immeasurably, which as made a huge difference to the game.
Odds and Ends
Voice and Video
We use Google Hangouts for voice and video. Everyone has their favorite conferencing app (which is why EpicTable just stays out of the way on this front).
Who’s running EpicTable?
At our table, only I run EpicTable locally, and then our remote player runs it. The players in the room view whatever I share with them via the big monitor. While it’s possible for the players at the physical table to join the EpicTable session, there’s really no point unless they want to use features like EpicTable’s dice roller or whispers in chat. (And of course everyone prefers to roll their physical dice.)
How do we handle dice rolls?
I drag the chat window over to the big screen, so players can see the remote player’s dice rolls. I do mine through EpicTable as well, mostly just because the remote player likes seeing them. Everyone else just rolls physical dice and calls out results.
Sound Effects and Music
I’m currently using Syrinscape for music and sound effects in my RPG. There’s tons of content available, and it’s a really well put-together app. I use a dedicated wireless bluetooth speaker (OontZ Angle 3 Portable Bluetooth Speaker) for this and have it near enough to the conference mic that the remote player can hear everything the people at the table can, without any need to setup virtual audio cabling or anything like that. It’s low-tech, but it works.
I use a 25′ HDMI cable to run from my laptop, under the table, to the big screen opposite me. I use a power squid with 15′ cord to plug everything in.
In the last post, I talked about the new inline image editor in EpicTable 2 (upcoming) that lets you do some basic edits on images as you’re selecting them. With EpicTable 2, you won’t need to use a separate image editor for common things we all do to prep our images, and you get the benefit of EpicTable’s recommendations about image size, etc. In this preview, I look at cropping.
Check out this video demo of the work in progress.
One of the problems people run into when using a virtual tabletop for the first time is selecting images that are appropriate for a given use. Often people will use maps that are meant to be printed or large, high quality images for character portraits, and this wastes a lot of time and bandwidth, because they’re transferring sometimes huge images that are never going to be viewed at their original size. I always advise people to use smaller images, but it’s kind of a pain–now they have to use an image editor, and while many people are comfortable with that, EpicTable is supposed to be the easy virtual tabletop, right?
In EpicTable 2, I’m making this a lot easier. EpicTable 2 will tell you when you have an image that’s larger than recommended for its type. For instance, a character portrait should be a lot smaller than a map, and map shouldn’t be something you’re going to print out poster-sized. Not only will EpicTable tell you when you’ve got an image that’s not the appropriate size, but it will help you remedy that without resorting to an image editor. In addition, some common image manipulation beyond size, such as rotation, flipping, and cropping can be done right within EpicTable.
Check out this video demo of the work in progress.
Something changed with respect to the networking layer EpicTable relies on–either due to a Windows update or a change at my hosting provider. I’ve released a new version that changes the interaction with the invitation service to adapt to this. You can download 1.3.7 now.
Check it out. It should solve your invitation problem.
While I was releasing a new version, I picked up a one-line change that solves an issue with the background of one of the panels not changing when you change themes.
This is, of course, a free upgrade, and as always, you can just run the setup program to install over your existing EpicTable installation. All your existing games will work as-is with this update.
Sorry for the disruption of service, and thank you to the people who reported it so I could get this fixed.