EpicTable Hits the Jackpot

Posted in EpicTable Development, Screenshots on September 22, 2009 at 12:56 am

Woohoo! EpicTable is unexpectedly awash in pieces of eight!

Along the way to finishing the “Arrange” (i.e., z-order) context menu for the tabletop, I introduced a short-lived but extravagant bug. One of the things you can do with objects on the tabletop is duplicate them. Last night, you could duplicate them…a lot. Imagine my surprise to see pieces of eight spilling out across the tabletop. By the time I stopped it, I had more than 9,000 coins on the tabletop! They were multiplying like tribbles.

Now, if I could just figure out how to do this on my physical tabletop….

Here’s a shot of the current context menu for Arrange with a sufficiently tamed Duplicate function. To the folks from the forum who have weighed in on this, let me know what you think. I’ve not forever ruled out something more elaborate, but my thinking is that this is sufficient for version 1.

Credits and Sources: Background texture and Pieces of eight from iStockphoto.

Stackable Surface Objects

Posted in EpicTable Development, Screenshots on September 16, 2009 at 2:04 am

Added proper stacking (i.e., “z-order” tracking and rendering) to EpicTable surfaces. This means that if you put one object down on top of another, it’ll look that way and not “slide under” the other object. Not a huge deal, just something that needed to be knocked off the list.
…continue reading Stackable Surface Objects

Automatic Color for Virtual Tabletop Selections

Posted in EpicTable Development on September 12, 2009 at 1:09 am

That’s a really long title to say, “Hey, look at this! You can see the selection highlighting on light surfaces and dark surfaces without having to mess with the selection highlight color yourself.” This falls into the bucket of little things I’ve polished up while integrating the virtual tabletop surface into the rest of EpicTable.

Nothing earth-shattering, but some of the tabletop textures made it tough to tell what was selected. It’s even smart enough to look at the color directly under it, rather than the color of the whole surface, in case you happen to have light and dark areas on the surface. That’s not as likely with a tabletop, but with a map it’s more common. Since maps are now just specializations of tabletop surfaces, they get this same goodness for free.

Credits and Sources: Fanmail images by Brennen Reece. Leather and canvas textures from iStockphoto.

Virtual Tabletop Game Pieces

Posted in EpicTable Development, Screenshots on November 17, 2008 at 2:02 am

I’ve been talking about dice an awful lot lately, so here’s something a little different. Recently, I’ve been playing Primetime Adventures and reading a lot of other Indie games, and these games have an interesting set of needs. Often, instead of maps, the players need to be able to move game pieces around on a surface. For instance, Primetime Adventures has fanmail tokens, Universalis and Don’t Rest Your Head use coins, and so on. …continue reading Virtual Tabletop Game Pieces

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