player-lightingThere are a few instances where I break the verisimilitude of the tabletop metaphor to add utility and enhance the player’s experience. The first of those is the line-of-sight calculation. The second is player lighting.

What can my player see? is a question that comes up often at the gaming table. At it’s simplest, you can just just compare, say, the light radius of a torch against the distance of the things you are looking at. A clever GM may even attempt to determine if something is hiding behind a corner, or is in the shadows. It’s often difficult, too, to make sure that the characters all stay together around the torch bearer or the wizard’s light spell. Tabletop Connect eliminates all of that guesswork. Combined with line-of-sight calculations, you’ll know exactly what the character can see. Right down to what’s hiding in the shadows.

The player lights are fully controllable, with a few useful presets: none, torch, lantern, and flashlight. Each has a unique look that lends the feel of their real-world counterparts. Whether it’s the flickering torch, or the limited view of the flashlight, you’ll experience a whole new level in tabletop gaming.

 

Tabletop Connect – First Look at Player Lighting from C. Lewis Pinder on Vimeo.

 
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intracontinental-mapYesterday, I had my first successful intra-continental test. There were surprisingly few issues. Character sheets and notes worked as expected (aside from one bug) and the minis moved around the map with good response times. Loading maps worked well, except for the bandwidth issue that I knew was going to be a problem. And it was.

Things were moving along well when I was hosting the session on my FiOS connection. When the roles were switched and the host was now on DSL, the upstream speed was an issue. I store the map in an XML file and I’ve been pushing that file around the network. I knew that I would have to, eventually, convert that into a binary file, and it looks like I’ll be doing that sooner rather than later.

Overall I was pleased with the test. It’s always a bit nerve racking to release something “into the wild.” I’m looking forward to the next test and adding more players to the mix.