This is a video tour of the main game screen for EpicTable 2. It’s still a work in progress, so there are missing features and the visual theme is a little bland. Unlike previous videos, I’m not trying to show features in this video. I’m more interested in showing you how the main elements of the application are laid out and solicit your feedback.
Before we get too far, let me apologize for the sound. It’s…not super. If this were a long-term video for the user guide or a how-to video, I’d re-record it with a different mic, but since this is just a snapshot in time, I hope you’ll overlook the poor sound quality in the interest of having it posted sooner and having me back at work on EpicTable itself rather than video editing.
This has been a hard video for me to put out, because I don’t want you folks to be underwhelmed, since unlike some of the others, this video isn’t showing flashy new features. On the other hand, it really does represent an important milestone. Here’s why. The other videos were closely focused on new features while I was exploring what was possible, but they weren’t integrated. There was no EpicTable 2 application. That’s not the case here. Everything you see in this video is in the app. So, skeletal as it is right now, it’s pretty real. There are a lot of moving parts to EpicTable, so having the skeleton assembled is a big deal. More than that, though (and here’s where I’ll geek out with you a bit), this whole thing is pure WPF. Most of EpicTable 1 predated WPF. It used a Microsoft .NET technology called WinForms, and while it was fine for building basic business apps, I had to make it do some unnatural things to produce EpicTable. Later, I re-wrote the map code in WPF, but to avoid a huge ripple I had to host the maps as WPF controls within WinForms. This led to some crazy complexity and occasionally hard-to-debug weirdness. Finally, WinForms just wasn’t good at handling new monitors with higher resolutions, so a few folks on new, fancy laptops hit things that I just couldn’t fix. Mostly, it was small stuff, but it led to a poorer experience than I wanted to provide. EpicTable 2 is all WPF–there’s no mixing of technologies. I’ve cut so much code and complexity out of it. I’m very happy with it from a technical standpoint, so while this is a skeleton, it’s the skeleton of a brand new creature that could eat the previous generation.
So in summary: don’t panic if your favorite feature isn’t shown here and don’t worry about color, etc. Do please tell me what you think about the new layout. Thanks, and stay tuned for more updates as I add more of the features to this skeleton.
In September, I announced that, due to a new job, I was going to have to backburner EpicTable work until the end of the year or close to it. I’m pleased to share that I’ve been back at EpicTable for a couple weeks and am once again making progress.
In the coming weeks, I’ll start showing you EpicTable 2 as it’s running on my computers–kind of skeletal, kind of basic, but real and gaining ground, something solid enough that we can start to talk about the new design aesthetic, what functionality I see fitting in where, etc. That’s what I’ve been working toward for the past couple weeks, and as soon as I hit that point, I’ll put up a guided tour of sorts. It’s a delicate balancing act. It needs to be early enough that I can react to feedback, but fully-baked enough that the gaps aren’t distracting and we can have meaningful discussions about it.
Thanks for hanging in there, and thanks to the people who have continued to buy and use EpicTable 1. I always say it, but in case anyone missed it and is thinking, “Wait! There’s an EpicTable 2 coming?! I just purchased–what have I done?!” Not to worry. All of you EpicTable 1 license holders will be upgraded to EpicTable 2 for free.
I know you folks have been waiting for EpicTable 2, but I regret that I need to announce a delay. I recently started a new job, and between a different schedule and a lot of ramp up in a new area, I’ve found it difficult to get much done on ET2. Those of you who have been with EpicTable for a long time know I never announce release dates. However, I’d secretly hoped to open the ET2 beta this fall…then it shifted to end of year. Realistically, in light of my new work situation, I believe it will be late December or early January before I’m back to making meaningful strides on EpicTable 2, and I’ll have months of work left. I know this comes as a disappointment for some of you. I delayed this announcement, hoping to have better news, but I really can’t put it off any longer. I will update you on the status of ET2 around the end of this year. Thank you for all the kind words and support over the years. I hope you hold on a bit longer. In the meantime, nothing changes with respect to ET1, and EpicTable 2 will be a free upgrade for EpicTable 1 licensed users.
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.