Blog Archives

Networking - First Look

With all of the primary components at some level of alpha, I’ve been working behind the scenes integrating them into a whole and getting the networking up and running again. Each part, the map tabletops and the editors, was created

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Tabletop First Look

At this point I’ve watched countless hours of gameplay sessions and feature demos of the existing virtual tabletops. I’ve noticed a few commonalities within them. The first, is that they all look essentially the same. And that look is just

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Character Sheet Editor Alpha

The character sheet editor is finally at alpha. Most of the time was split between trying to maintain the “look and feel” of a physical character sheet and struggling with Unity’s UI system. I’ll talk more about Unity in a

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Test Drive

You can only work in a vacuum for so long, before hands-on feedback is necessary. And this is that time. Now’s your chance to take some miniatures out for a spin and let me know what’s working an what isn’t.

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A Fresh Coat of Paint

I dropped in my first “painted” miniature today. Unlike the dwarf and the ogre miniatures, this one isn’t a copy of a Ral Partha miniature. It’s an original sculpt.   It’s really hammered home the need to open up the

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What you see is…

Probably the most head-scratching, frustrating feature I’ve tackled so far has been calculating line-of-sight. It’s something that can’t work 90% of the time, or fail on some edge cases. It has to work 100%. And that’s the part that kept

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New Miniatures

As some of you know, I’ve had trouble finding the aesthetic that I want—particularly for the miniatures. I tried a number of approaches, but I never achieved the dynamic poses and “chunky” look of old school miniatures. A few weeks

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AFK

I’ve wrapped up work on some other projects (The Borderlands and Apollo Zero) and I’m back at the keyboard. When we last left off, I’d just finished putting together a small level based on the Hirst Arts gothic dungeon. It

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Movement With Cost

I picked up some VFX work, so I’ve been away from the project for a few days. Now I’m back and working on movement again. I’ve made quite a few changes behind the scenes and added some features up front.

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Moving Things Around

Today I dug into a few Unity features: instantiating objects in script, moving and rotating objects, and ray casting for mouse interface and object collision. The first test, moving the miniature around the map. I’m still wrestling somewhat with how

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