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Knil
02-10-2014, 05:30 PM
This thread is for what you guys would like to see added to the game. (features, game modes, anything)

Let us know and your idea could be in the next patch!

loin
02-13-2014, 06:05 AM
I suggest a feature that allows you to record your favourite games. Or a screenshot , Even both.
That Chess game could draw a lot of Chess buffs in who always write down games to consult with show colleagues there chess master pieces.
A video or text form of recording in the game might be further down the line. Even the card games might benefit with a recording system
when the Strong card sharks play.

If this is not possible perhaps you could produce this as an add on exclusively for your Tabletop Simulator later on.
kind regards to the special K's
Loin

rabidchihuahua
02-13-2014, 06:32 AM
I have a couple of suggestions.

First, the backgrounds are kind of boring. Maybe liven them up a bit or make them fluid... but not too distracting.

Also, perhaps in the future (after your release) you could partner with different boardgame creators for dlc packs. I'd love to see games like Pandemic or Takenoko officially implemented. http://www.berserk-games.com/wp-content/sp-resources/forum-smileys/sf-smile.gif

infernotez
02-14-2014, 03:27 AM
Dice could use like a cup or something to collect multiple dice. Trying to grab 5-6 dice at once is a real pain.
There should be a personal notes and global notes. Personal notes to write down like personal scoring or strategy and global notes for global scoring and anything else that could need to be written.
It would be nice if there was an option when using turns that only the person who's turn it is can move objects.
It would be nice if turns stood out a bit more
Hands should have an option to be lockable so only the seated player can grab them.
Poker chip based games could use a method to rake chips to the winner.
Hands could use a method to select all and perform an action on it. As if you are throwing all your cards back to get new ones or whatever.
There should be a method to mark a player as out of the current game. Say you are playing poker with turns it will still go the person who has folded.

Games we played.
Texas Hold'em
Snakes and ladders with 1 D6
Snakes and ladders with 1 D20
Snakes and ladders with 5 D20's
Snakes and Ladders with 12 D20's (don't try this at home)
Farkel with 6 D6's

Andrew
02-14-2014, 12:56 PM
The game is, at it's core, an interactive toybox so I'd love to see more toys (objects, tables and game pieces) and more actions for interacting with those toys (as it is, it's already pretty good). Fine rotation of objects would be a good one. Essentially if the controls were strong enough so that I could literally build a house of cards (with some skill) then that would be brilliant. I don't really need to be able to build one but it's a good test of interaction I'd say. Personalised control options would be neat. If I could customise how fast I drop pieces when I right click or how high they are by default on left click or other such options then that would add some style to players movements.

infernotez's suggestions above are all good, dice cups would be fun.

Casino game tables would be a cool addition. Blackjack, roulette and such.

Really cool concept so far, guys!

contactmeans
02-14-2014, 02:08 PM
It could be nice to have a 3x1 block for Jenga-like tower games, and a marker tool for marking the board in game could be useful. Setting up multiple players at the same computer could also be useful.

dewey_master
02-17-2014, 12:22 PM
For card play, is there a way to have private hands? Not much sense bluffing if players need to publicly reveal their cards to know what they have. Perhaps the "R" key function (make cards readable), instead of having the same basic function as the "F" key flip function, could allow only the local player (in multiplayer games) to see the card text through the back of the card--think Number 2 in the first Austin Powers movie.

For custom games, it would be fantastic to load JPG or PNG files directly from one's hard drive and even to be able to save them locally in a subfolder of the game's assets. Also, it would be helpful to be able to paste custom hex boards over the default parchisi dimensions rather than within the bounds of a traditional square board.

Knil
02-17-2014, 02:11 PM
@Dewey
If you have a bring a card into your "hand" an invisible area above your name it float there and not be able to be seen by others.
For loading directly from image that will come with the custom content stretch goal.

Thanks everyone for your responses, I read every single one of them.

Andrew
02-17-2014, 04:28 PM
A laser pointer and similar highlighting/spotlighting tools!

revdancatt
02-18-2014, 03:48 AM
Hello (congrats on the goals etc). Couple of things I'd like to see...

1) A life/score track, like a peg board or spinner or something to keep track of scores, turns left in the game and so on.
2) A way to zoom in on a card (or the card to zoom directly into view) to make it easy to read and then return the card to original position.

Oh, bonus.

3) Attaching one element to another, so groups of items move as a single unit (and to separate them again).

Cheers http://www.berserk-games.com/wp-includes/images/smilies/icon_smile.gif

revdancatt
02-18-2014, 07:12 AM
Oh, and I saw this somewhere else as well, seems like it may be a bit tricky so further down the line...

Snap alignment, for when you're placing tiles next to each other, so it can snap to top, middle and bottom (and corner) of an edge. Just so we don't end up with slightly overlapping cards that fly everywhere when you flip them http://www.berserk-games.com/wp-includes/images/smilies/icon_smile.gif

lycanrising
02-18-2014, 09:19 AM
What about a way to make models static and so can't be thrown about?

rabidchihuahua
02-18-2014, 09:56 AM
Crokinole
http://www.youtube.com/watch?v=9rLSL-LtoZU or some kind of dexterity game could be a neat use of the physics.

lycanrising
02-18-2014, 10:18 AM
What about custom tabletop sizes, especially thinking about 40k-esque games and so more space is preferable.

Froozgooz
02-19-2014, 06:43 AM
I think a deck of blank cards with the ability to upload your own images onto cards so that people could create their own games would be a wonderful idea.

Lozz
02-19-2014, 01:58 PM
A percentile/D100 for the dice simulator would be great, as currently there is only a D10, so one with 00, 10, 20 etc would mean most RPs could be rolled on this simulation. Also will rules checking for any/all the games be implemented?
Can we choose the colours for the dice as random colours and chrome is very limiting and we'd rather have coloured sets.

Thanks

myth1202
02-19-2014, 03:11 PM
I need a possibility to change the size of the map. I tried to import a picture of a game board and it got heavily distorted due to the game board beeing rectangular. I badly need a possibility to change the game board size into any size I want.

I also cannot find the option to add your own gaming piece but that might be in the works.

Oh, one more thing. I also need an option to have two game boards at once. The game I am working on has one battle board and one strategy board and board need to be visible during play.

Benjamin Hanon
02-26-2014, 04:51 PM
I'd love to see some kind of way to force cards in the poker to stay face down and have a "peek" command that bends them up a little so you can see the suit and number. It'd be such a cool little detail. http://www.berserk-games.com/wp-content/sp-resources/forum-smileys/sf-laugh.gif

DrOrrery
02-27-2014, 02:17 AM
As infernotez mentioned before, some changes to dice would be handy. I'd suggest a dice tray that shows a single copy of all the different dice. Then picking up one would spawn another, so you could repeatedly right click to pick up multiples of one type, the same as you would if you want a hand of playing cards. So if you want to pick up say 5 D6, you pick up one from the dice tray and then right click 4 times to get all 5. Then maybe a button or keyboard command that clears all the dice on the table. This would make it much more useful for board games or miniature games in that you could quickly get the dice you want without having a lot of them littering the table.

Having some kind of bowl to roll dice into would also be nice. Try bringing up the chess board, then spawning a few dice, then rolling them repeatedly without making a mess once or twice http://www.berserk-games.com/wp-includes/images/smilies/icon_smile.gif I'd imagine that's what it's going to be like with miniatures on the board, so having a particular area to roll the dice where they'll stay put would be nice.

One last thing, a timer, preferably one that can act as a chess clock (yeah, I know that's not going to be trivial to implement, maybe version 2).

It's looking very good so far, and I'm especially impressed with the undo button, saving previous states is an extremely useful thing, especially since you put in the flip table command http://www.berserk-games.com/wp-includes/images/smilies/icon_smile.gif

tippboyy
03-01-2014, 12:28 AM
I'd like to see the ability for the host to shuffle all the cards on the table without having to move them or put them all together in a deck. This would allow players to build different solitaire games or have a game pre-dealed out and then save it. So when it's reloaded they can shuffle it for a new game without having to move everything out again. Also it would be nice to be able to save these pre-built games in a custom games category that would allow to name them so they would be easier to find. You could even have it so people can share these using steam workshop.

ben914
03-01-2014, 06:03 PM
1) I think it would be nice to have a few different color options for the back side cards for games that require multible decks of different colors.
2) It would be useful to have a slight boarder highlight, or something, for objects your hovering over. For example, I was playing solitare in the beta, and it was sometimes hard to tell which card I was grabbing when trying to move a string of cards over to different build pile. A slight highlight of some kind would have helped.

Edit: Just thought of something else.
3) It would be fun to be able to stand the dominos up to make chains to that fall when you push the first domino. I loved doing that as a kid.

veav
03-01-2014, 10:00 PM
If you could release an example of, say, the chess king's files and specifications before it gets pulled into Unity, the community could start submitting content (more generic pieces, more boards, more backgrounds, etc.) while you focus on engine and UI tweaks. I know we'll have the ability to import on our own in time but this could help get more variety in before that feature exists, and as a part of the base package.

FlukiestEmperor
03-03-2014, 06:10 PM
1) One thing I wish the game supported was the ability to rotate an object however you like. For example. If you could press and hold a key such as control and move the mouse around to rotate the object in any direction.

2) I have an over the top idea as well. While single player can be used for local multiplayer, it's not practical in something like poker or Dominoes where each player needs to keep their hand private.

It would be absolutely amazing if there was the ability to hook up phones and tablets to act as the players hand, meaning this would be where your cards or dominoes could be kept. Then you could (somehow) move these pieces to the actual game board. This would also make it pretty useful to display a game board on a large TV, since everyone could just interact with it with their mobile device.

Of course, this idea is probably asking too much, but if this ever happened, it would be truly amazing.

3) Also, multitouch support would be useful too. My friend has a Surface Pro and we quickly found out it didn't support that.

EDIT:
A question with my idea for number 2. Since iOS and Android support are being added, is this actually going to be possible? The only problem I see with this is that everyone I would want to play with would require a multiplier key? If that were the case that would kinda suck because I know some people I may play with aren't going to sink money into this. So I guess I'm asking for local multiplayer to be added. Perhaps there could be a limited version for this very function that would require you to join someone who already owns the game only over the local network.

4) The ability to store game rules would be helpful.

le_gars
03-04-2014, 07:55 AM
@FlukiestEmperor the text in the notepad is kept with the board when you save. You can keep game rules in it!

Talking about saves, it would help if the custom board image URL would save with them too, it's kind of slow to go get it and paste it back every time.
Like @tippboyy said, it would be really useful to be able to name and have a preview picture of saves, I kind of get lost right now and awkwardly flash tons of boards at the other player.

I think it would be great too to have some kind of editable physical game manual. Like under the table in front of each player. This way we would know if someone is reading the rules by seeing the manual above their name when they open it. It could also be used as pen and paper for other kind of games.

The ability for the admin to become a spectator and change colors would be great too. This and/or some way to make a dedicated server.
More admin commands ( e.g. change the server name/password ) we often change game modes and people might want to know what we're playing before entering the server.

FlukiestEmperor
03-08-2014, 05:54 AM
@le_gars
Ah, it does have a notepad although it's a tad limiting IMO. I feel like there should be a specific rules button that everyone in multiplayer can use. It would also be really nice if pictures could be added. Visuals are always important when I play a game.

I believe someone has already mentioned it, but there definitely needs to be some kind of sweeping gesture to clear a table or board easily.

QQuixotic
03-08-2014, 09:04 AM
There are plenty of things I'd like to see, but right now the thing I REALLY wanna see is this.
http://n3d.tym.sk/GMOD.jpg
I know Unity is a GUI nightmare compared to Hammer/Source, but still. Item tags and categories would help.

http://www.berserk-games.com/wp-content/sp-resources/forum-smileys/sf-smile.gif

Knil
03-08-2014, 09:41 AM
Indeed, the current GUI is definitely very weak. I'm going to be working on it, especially the spawn menu!

Thanks for all the suggestions guys, once again I read every one of them!

Milemiel
03-08-2014, 10:44 AM
I'm definitely looking for more customization features. I'd like to be able to make different decks using different sized cards with fully customized fronts and backs.

I was also hoping you were implementing an easier way to upload board images.

I would like to see a command to flip things up. I noticed its very difficult to roll a D4 or flip a coin.

I think it would be neat to generate poker chips with custom values. Also paper currency aka "Monopoly money" would be cool and could run off of the same mechanics you use for cards.

I love what you've created and I can definitely see its potential as a means to develop and test new games.

-Milemiel

Ninami
03-10-2014, 12:47 PM
Card games are a BLAST in this game so I really think the card game "UNO" would be PERFECT for this. I really hope you plan on taking these suggestions and add it to the game. I'm having a lot of fun already.

myserval
03-10-2014, 01:39 PM
If only there was a way you could have full 3-D maps rather than 360 panos. Also, something like a white board mode, where you can draw on the boards or even a separated whiteboard.

zipKill_FRAG
03-10-2014, 01:59 PM
Pledged $15 for the beta + final release. I have a few questions.
1. Will we be able to lock out things like flipping the table? I can see the appeal of trolling games by constantly flipping the table.
2. I noticed playing Poker that we can see each other's cards if we steal them. Would we be able to turn this off?
3. I have an underscore in my username for multiplayer. Sometimes it doesn't work, and sometimes the copy-paste keys don't work to paste it in. Will you be planning to fix that?
Other then that, this is a great game! Thanks for this!

DarthEant
03-10-2014, 02:08 PM
I would like to see mahjong tiles and scoring sticks added.

Dezro
03-10-2014, 04:18 PM
I'd like to see different default cards… It bugs me seeing Bicycle backs with the wrong faces. (And I'm no lawyer, but even though Bicycle backs are long out of copyright you might risk violating USPCC's trademark by using them?)

While I'm on the subject of cards, some games require the two jokers to be distinguishable from one another - like a red joker and a black joker or a big joker and a little joker. Also, someone already mentioned games that need decks of different colors, and I think some of those games require you mix the two, so you'd want to be able to have blue and red cards in the same pile.

Queqs
03-10-2014, 05:59 PM
I would honestly enjoy having a version of stratego to play online. I think the pieces would work quite well with the system currently set up.

Sharpevil
03-11-2014, 11:25 AM
A few things I noticed that I would appreciate:

The ability to lock a room after it's been started. I played a game of texas hold'em last night with random strangers. It went well, but after the first person had busted out and left the room, there was always the worry someone would come in just to mess things up. To a lesser degree, it would be good to be able to rename rooms once you're in them, or change the maximum number of players.

Table options. It was annoying to not be able to use a poker table with less than 5 people. And I think the current tables are a bit too small for good RPG play.

Option to lock the table flip.

A dealer chip for poker would be nice. I've been using a reversi piece.

Make lots of cool features for the RPG mode. I am really looking forward to this more than anything else.

Longer chat limit. Several times I got cut off by the character limit partway through a thought.

Also, to zipKILL_FRAG, I hope they don't change the fact that you can see others' cards if you steal them. Because that is definitely something you can do in real life.

Chris_Walker
03-11-2014, 06:31 PM
Perhaps after the release, I Really hope that Berserk Games can enter into licensing agreements with publishers/designers to be able to allow us to buy polished add-ons to the Table-Top Simulator, this would just be huge, and I would seriously consider re-buying many of my games in order to have this.

Sharpevil
03-11-2014, 07:26 PM
Ah, a few more ideas.

The ability for an admin to lock down or set ownership of objects would be really, really helpful. I understand that it sort of goes against the spirit of the game, but it would be pretty much necessary for tile-based games, like catan, or some RPGs. Game controls lack the delicacy needed to avoid knocking tiles around. It would be good if these were separate and both implemented, though. This way, if someone has ownership of a non-locked object, someone else would still be able to knock it around with another object, even if they can't pick it up. And being able to keep objects kinematic until they're picked up would help in setting up tiled boards.

A sort-area feature. This is mostly due to my love of poker, and really enjoying it on here. Basically, it'd be nice to be able to just clean up an area. All objects get nicely ordered, and stackable objects get stacked. This would allow poker players to just throw their bets into the pot at the end of a round, making that big old aesthetically pleasing pile we all love. Then, when it comes time to deliver or divide up the pot, you could just sort the whole thing to make it easier to count and move.

On the subject of poker, it'd be nice if chips were easier to exchange. I see two ways of doing this. What is probably the simpler way is to have a key-shortcut that makes change for all poker chips into the next-lower denomination. What I think would be the cooler way is to have a chip case, either floating near the table, or in the table itself. Of course, you'd need a new table model for that to work pleasantly, so that may be asking a bit much. If the first option were added, though, it'd also be pretty cool if there was an option to auto-merge chips when grabbed together. So if you grabbed a 50 and right-clicked over another 50, you'd hold a 100 chip. Still, if that couldn't be a toggle, it'd be best to leave it out.

Webcam support. I've never tried to use a webcam in my unity projects, but it seems simple enough with the webcam texture. It'd be good, especially for RPGs and card games, if you could replace your avatar (I'm pretty sure I recall seeing that you were adding avatars) with a feed from your webcam.

I'm not sure what you're planning for the RPG features, but some things I'd like to see are:
Personal notepads/Generic character sheets. Somewhere to keep your character info where the room owner (DM) and you can see it, but nobody else.
Somewhere public to keep track of important statistics, such as health and initiative.
The ability to change turn order and add non-players to it. Nobody can drop their smartphone onto the virtual table and bring up an app for it, so it'd be good to have it built in.

Easter Eggs. Alright, I know I'm being kinda silly, but I love secrets. If you could cram a few cool hidden things into the game, it'd make some people very happy.

That's all I can think of for now. Just getting my ideas out there so they have a fair shot at seeing the light of day. As you might have guessed, I played another successful game of poker tonight, again with 3 strangers, and had a great time. Love what you're doing here.

the.warden
03-11-2014, 07:35 PM
How about:
Rockem Sockem Robots type of game
Sword / light Saber / Fencing Fighting

Keep up the great work!

Raygun
03-12-2014, 02:12 AM
Only played the single player demo so far. Really looking forward to when this goes through and I can try it out with other people over multi-player.

My suggestion is to add more acceleration on the dice throws. Currently when throwing the dice, unless you do a big mouse swing, the dice don't turn many times. Maybe some acceleration so when you flick your wrist with the mouse they go further,more spin or maybe a feature when you can shake it in your hand or a cup or something before rolling it to stop people being able to effectively cheat the dice throw.

The other thing I'm really looking forward to which you already indicated is your primary goal is the ability to import/create custom objects and games. I think being able to create custom cards with custom sizes is important as well as being able to import 3d objects. I am guessing you'll have a way of setting up a board game and saving it. Best would be if you had a way to create simple 3d models or cards to your liking within the game itself, that way there is no issue of invalid file types and means creating new ideas in a rush easy.

Anyhow, it's early days, so I look forward to seeing how this all progresses:)

QQuixotic
03-12-2014, 02:54 AM
Many games require certain dice rolls to have results which are secret, and even the rolling itself to be secret. Being able to put dice in the 'hand' like cards are for secret rolls would be nice.

Good ideas, Sharpevil.

Verzy1
03-12-2014, 03:31 AM
game rules to like if else statements that are easy like if player says /deal == card deal if play says /skip or even as easy as /give players chips or card or anything and be able to set a amount

Verzy1
03-12-2014, 03:46 AM
there should be a key to switch whats in your hand to what your hovering over like in chess i don't wanna have to like right click or "t" then have to drop my peace to pick it back up then remember where i was going to put it

NightCrest
03-12-2014, 05:51 PM
I'd like to be able to make a server that doesn't show up on the server browser and can only be connected to directly with the IP.

Knil
03-12-2014, 06:07 PM
Thanks for all the suggestions guys!

@NightCrest
You can password the server so other people cannot join, is there a reason you don't want people to see your server?

QQuixotic
03-12-2014, 09:56 PM
Been thinking about what all someone would need to play their favorite game on this system without breaking out of it for any reason (like you would do on mobile). I've come up with a few tools that I would enjoy.

Might I request a generic spawning container? Put an item in it, and then you can use it like the reversi chip container. Many games require a variable amount of tokens (pandemic comes to mind) and instead of spawning and storing all of them at once, maybe you can put on in the container and then set how many 'total' are in it, with the ability to remove and replace. A few games this would greatly help include Pandemic (the board game), Ticket To Ride, well, you get the picture.

Pawn metadata. Just a simple 3D interface when you select certain items to take care of things like HP, MP, name, etc. This can easily be a generic single text field, as well.

Some way to see books. It's okay if this is pdf or jpg dependent (converting one to the other is as easy as convert page*.png mydoc.pdf), also if it's physical (the common theme) or 2d GUI, but some way to add and recover information loads from within the game would be essential for phone users.

Hidden rolls. This can either be a special die, a toggle, a hidden 'admin area' (like the DnD guard), or (best option), the ability to put die on your hotbar like cards.

NightCrest
03-13-2014, 09:58 AM
It's mostly personal preference. I don't like the idea of random people being able to see whatever random BS I decided to make the server name. And from the other side, it's a little frustrating to go check the server browser for open servers to play on and just see a bunch of locked servers. Plus making the server invisible removes the remote possibility of someone guessing the password and then flipping the table as soon as they join. Maybe I'm just paranoid, but I'd rather just be completely hidden.

ArmokGoB
03-13-2014, 10:28 AM
I'd like to see the option to import panoramas. Also, hidden movement, dice rolls, and private notepads.

RJLupin2
03-13-2014, 11:22 AM
I'm sure it's already been suggested at some point, but I would really love if there'd be some sort of Local Multiplayer. I have two computers that'd be able to play this and I'd *love* to be able to play a game or two with my friends when they're over, or even my family.

I'd also like it if there were generally just different variants of already existing pieces, like the poker chips. I want to see higher and lower denominations, like $1, $5, $10, $20 and so on, or maybe even just custom numbers and colors (color wheel, even?). It'd be cool to be able to choose some options regarding pieces as well, put them in their own category. For example, some pieces act different to others, like how cards and poker chips stack while checker pieces don't; I'd like to see an option to turn that on, maybe even for pieces where it doesn't exactly make perfect sense (like the GO pieces). Having that functionality would be cool because it allows you to customize a game even more. I was trying to find a way to make my own custom Monopoly money, and while the poker chips worked perfectly, it was harder to find suitable replacements for the lower valued cash.

Either way, I backed and I'm looking forward to to the future of this game. It's going to be a bright one.

Amantis
03-13-2014, 12:36 PM
Banned people can repeatedly try to join and once in a while they'll get in long enough to flip the table.

SolarBear
03-14-2014, 06:18 AM
Hi there, still haven't got beta access, so maybe some of these features are implemented, feel free to ignore!

I suggest a feature that allows you to record your favourite games. Or a screenshot , Even both.
That Chess game could draw a lot of Chess buffs in who always write down games to consult with show colleagues there chess master pieces.
A video or text form of recording in the game might be further down the line. Even the card games might benefit with a recording system
when the Strong card sharks play.

I'll second that, and not just for chess or cards but any game that has any kind of notation (one could think of backgammon or go, for instance).

Community-generated content is a must, too. I know you guys are working very hard on new game modes, I'm sure, but I'm not holding my breath for more obscure games like hnefafatl or shogi, for instance. http://www.berserk-games.com/wp-includes/images/smilies/icon_wink.gif

Having the possibility to somehow influence board behavior or display information would be great, too. For instance, as a go player, having a symbol marking a ko that has been taken would be useful, as well as markers for scoring. Or, for games like chess, highlighting the places your piece can move to. It really should be configurable on the client side, though : chess master would find this annoying as hell but newbies would find it really useful.

ZATZAi
03-14-2014, 05:45 PM
Would be nice if it were more obvious where an item was going to drop, the shadow can be a little subtle. Maybe a yellow highlight around the shadow?

Is it possible to flip a coin and have it spin around several times in the air? Or only to throw it, or turn it over?

Would be nice if the deck shuffling feature was more animated, maybe with a shuffling sound effect. As it stands it's not very obvious if it actually shuffled...

Would be nice if we could do specific kinds of shuffles, like pile shuffing as often used in Magic the Gathering. Would not need to whole thing to be automated but would need to be able to riffle shuffle two piles and reverse the order of a pile of cards with ease.

Would be nice if it were possible to cut the deck in a means other than pulling cards off the top one at a time.

Would love to see spin down D20 dice, like the kind used in, again, Magic the Gathering.

Some sort of on-table score keeper, like an abacus or something more robust would be nice.

Webcam integration would be awesome.

EDIT:

Camera panning would also be a great feature to have. It's nice to be able to zoom in with middle mouse wherever I want, would love to be able to pan/dolly the camera around while zoomed in as well.

Kagosby
03-15-2014, 01:05 AM
I agree with a coin flipping mechanism, the way it works now makes it impossible to actually flip it.

I'd also like to see more dice options, such as changing their color and adding support for d100.

I didn't see a way to change my color when I was hosting a game, I think that should be an option, but I might have just missed it.

Also, how possible would it be to see a jenga type game, or scrabble?

EDIT: I'd like to see the ability to "OP" other players so they also get access to the host's options as well.

Xapi
03-15-2014, 03:55 PM
Just tried out the Beta, it's looking good but a lot of work will have to be done to make this a really flexible tabletop emulation engine. Some of these have been suggested already.

The most important features I think should be added are:

1 - Custom decks with player uploaded images

2 - Custom "tiles", basically the same as cards but allowing for different shapes and sizes and being able to spawn them individually.

3 - This is less important, but custom dice, where the player can upload images for each face of the die (regardless of dice type). A simple and quick solution would be to be able to create dice with the same faces but for the user to be able to define how many of each, IE: a 6 sided with 3 "1"s, 2 "2"s and one "3".

4 - The possibility to save a setup and restar from there (so that if you are creating a custom game, the setup time doesn't have to be spent each time).

QQuixotic
03-15-2014, 04:50 PM
4 – The possibility to save a setup and restar from there (so that if you are creating a custom game, the setup time doesn't have to be spent each time).

If I'm not mistaken, this is what the save feature does. It doesn't save custom boards, though, so if you're, say, making 'Sorry' you have to save the link for the image in the notepad (or elsewhere).

Nintyuk
03-17-2014, 06:29 AM
Some more Options for Turns would be Nice, Like the ability for any one to"Lean Back" (Including the host) Were they Sit-Out of turns and Deals until they Lean back in. Plus Host Control of turn order and dummy turns So you can specify who goes were and add in Extra Turns for each player, This Is useful for Card-games were each person has multiple stages to their turn or DnD games were the DM has to have turns for each NPC in combat Plus have players be in a specific order.

Also the option to set a Preferred Colour for your self from the Server Browser.

Ohh and finally the ability to pick up pieces as they are instead of auto-orienting them, So if we had a knocked over piece we could move it some were without righting it.

Nintyuk
03-17-2014, 06:37 AM
Many games require certain dice rolls to have results which are secret, and even the rolling itself to be secret. Being able to put dice in the 'hand' like cards are for secret rolls would be nice.

Good ideas, Sharpevil
.
A good way to solve this is to have a DM Screen that generates Mist in the Space behind it for any one who isn't DM. Also the ability for the host to set someone else as the DM with Limited Host Powers.

Dezro
03-17-2014, 05:07 PM
I think it'd be better to be able to have a screen for each player. I mean, in some games, everyone's got something to hide.


You know what'd be a thing to add? A pop-o-matic bubble. I can't tell if that's a terrible idea or not.

zircher
03-17-2014, 06:32 PM
Does the game have Fate/Fudge dice (cube labeled with a two blanks, two plus, and two minus signs)? Would be neat to run my game sessions in TTS with them.

Roadie
03-17-2014, 06:42 PM
A basic snap to grid function would be good.

My thought for a straightforward way to have it work:

The grid is an extra layer on top of the table texture. It can be toggled on or off, and have visibility toggled on or off (if visible it shows up as semitransparent lines on top of the table texture/graphics). There's a separate snap to grid function (useful for those who want the grid as a visual helper but no actual snap to grid).

There's an option to resize the grid rectangles, which can be rectangular (click and drag corner to rectangular sizing) or perfectly square (same but hold shift and it will keep height/width even). This resizing is applied to the whole grid at once.

If snap to grid is on, any object dropped directly on the table will snap to the center of the nearest grid rectangle that has enough space left for it (allowing, for example, multiple small objects in large grid squares). (There should also be an option to disable snap to grid for specific objects, or for classes of objects, with some sensible defaults like snap to grid disabled for dice.) An object dropped on top of another object will still snap to the grid but stay at the same vertical level if possible, making it easy to build up blocks and other objects or neatly stack cards.

You know what'd be a thing to add? A pop-o-matic bubble. I can't tell if that's a terrible idea or not.

This would go nicely with RPG stuff. Give it a "floaty numbers" function and it could hold dice macros (eg. 1d20+5, 1d12+1d6+10, whatever).

paul_snoops
03-17-2014, 11:31 PM
I think a deck of blank cards with the ability to upload your own images onto cards so that people could create their own games would be a wonderful idea.

This would be great. Also, similar to this, I'd like to see custom models, as in a piece of upright card which is blank attached to a base with the ability to import your own pictures onto it. Make it so we can pick the shape and size of the model/base.

Raygun
03-18-2014, 02:06 AM
I think there are plenty of things that should be implemented before this idea (eg custom imports) but wanted to throw it out there.

That is emotes in the game.
I've played a few pub games now, and while I can communicate fine by typing everything, it would be cool, if I could add some personality using emotes.
Eg: http://www.berserk-games.com/wp-content/sp-resources/forum-smileys/sf-confused.gifhttp://www.berserk-games.com/wp-content/sp-resources/forum-smileys/sf-cool.gifhttp://www.berserk-games.com/wp-content/sp-resources/forum-smileys/sf-cry.gifhttp://www.berserk-games.com/wp-content/sp-resources/forum-smileys/sf-embarassed.gifhttp://www.berserk-games.com/wp-content/sp-resources/forum-smileys/sf-frown.gifhttp://www.berserk-games.com/wp-content/sp-resources/forum-smileys/sf-kiss.gifhttp://www.berserk-games.com/wp-content/sp-resources/forum-smileys/sf-laugh.gifhttp://www.berserk-games.com/wp-content/sp-resources/forum-smileys/sf-smile.gifhttp://www.berserk-games.com/wp-content/sp-resources/forum-smileys/sf-surprised.gifhttp://www.berserk-games.com/wp-content/sp-resources/forum-smileys/sf-wink.gifhttp://www.berserk-games.com/wp-content/sp-resources/forum-smileys/sf-yell.gif in chat
Or sounds that are played, eg playful taunts, owches etc
That sort of thing, so when your not communicating over voice chat, you can still make it a very lively game.

Djemps
03-18-2014, 03:31 AM
In response to Raygun: What if the player's Hand could make emotive actions?

Thumbs up. High Five. Drumming fingers on table. Rubbing thumb and fingers together for the Ca$h gesture. Wagging a scolding finger.

But I guess there are too many hand gestures that are very rude that we would need to avoid…

jay_rab
03-18-2014, 05:47 AM
programmable objects, this would help for the rpg kit and custom games were we want the object to do something when we interact with it, an example would be a closed door that when the player piece is in front of it will open, or hitting a barrel to get it to break, I guess in this regard I am also asking for different model states.

JeffDeaf
03-18-2014, 06:49 PM
I would like to see individual notebooks in the game that you can show to other players at will. This would help with taking notes during RPG games. On a similar page, I would also like to be able to import character sheets into the game, as well as have some means to display them in-game. Having something similar for rulebooks would be just as important, I feel. Otherwise, I'd also like to see the ability to whisper to other players, as well as possibly a "ping" tool to draw attention to your cursor. I feel the last one becomes important for when there are a lot of players at the table (of course, such a feature would require the host to be able to restrict it).

Man, feels like I'm writing a list to santa. http://www.berserk-games.com/wp-includes/images/smilies/icon_razz.gif

CrunchyFrog
03-19-2014, 04:16 AM
Djemps said

In response to Raygun: What if the player's Hand could make emotive actions?

Thumbs up. High Five. Drumming fingers on table. Rubbing thumb and fingers together for the Ca$h gesture. Wagging a scolding finger.

But I guess there are too many hand gestures that are very rude that we would need to avoid…

I'm loving this, add a rock on horns gesture, a Neo from the Matrix bring it on gesture, and a thumbs down.

Tga Soul 16
03-19-2014, 02:57 PM
I have an idea that is the basis of many games... the scoreboard.
It can be divided in two modes: automatic table or freehand.
The idea for the automatic table is to set the number of players and choose to arrange them in row or in column and select n for the respective column on row. Of course, you can also choose one of the many styles and types of an automatic table. For example: 5 players and 19 camps, then you can choose to do 5x19 or 19x5, then select the classic style or without borders and with a key active the text mode in the spaces suitable for this purpose any time you want (for deactivating the text mode just repress the same button to activate).
For the freehand you can choose to use a mouse or a graphic tablet to write everything else in total freedom experience (I have a graphic tablet and it's seems cool and awesome to use on it). For the construction of the scoreboard there would be two possibilities: in that automatic just write the length and height of a single cell, as in the same example mentioned, it would form 95 cells (5x19 or 19x5). In the freehand mode, simply write what I want to do the big sheet (eg 20x28 cm).
In both cases, we add a component quite easy ... an in-game calculator with at least basic functions to calculate score points in a simple way without having to use an external calculator. It might be a good idea for a scoreboard, because would reflect the nature itself of sandbox.

shoegpb
03-20-2014, 05:30 PM
Legos.

jay_rab
03-21-2014, 03:22 AM
shoegpb said

Legos.

I second this, though unlike the current blocks if they could snap like the cards that would be ideal.

hehrm
03-21-2014, 04:16 AM
I third that

shoegpb said

Legos.

Raygun
03-21-2014, 05:24 AM
CrunchyFrog said

Djemps said

In response to Raygun: What if the player's Hand could make emotive actions?

Thumbs up. High Five. Drumming fingers on table. Rubbing thumb and fingers together for the Ca$h gesture. Wagging a scolding finger.

But I guess there are too many hand gestures that are very rude that we would need to avoid…

I'm loving this, add a rock on horns gesture, a Neo from the Matrix bring it on gesture, and a thumbs down.


The emotes from the hand is a great idea. Add in a sound affect, some flashy graphics and it could look pretty cool. It's cool to see this idea evolve into something better:)

jay_rab
03-21-2014, 05:29 AM
Raygun said

CrunchyFrog said

Djemps said

In response to Raygun: What if the player's Hand could make emotive actions?

Thumbs up. High Five. Drumming fingers on table. Rubbing thumb and fingers together for the Ca$h gesture. Wagging a scolding finger.

But I guess there are too many hand gestures that are very rude that we would need to avoid…

I'm loving this, add a rock on horns gesture, a Neo from the Matrix bring it on gesture, and a thumbs down.


The emotes from the hand is a great idea. Add in a sound affect, some flashy graphics and it could look pretty cool. It's cool to see this idea evolve into something better:)

I am seeing this more as a game, rock, paper, scissors. If players didnt want to roll die for turns they could play a game of this and ofcourse you will get those players who throw a gun out.. but hey gun does beat paper lol

majirequiem
03-22-2014, 05:26 AM
I would like to be able to life objects further off the table. This would allow games to use a dice tower, or a cube tower (such as in games amerigo and wallenstein).
So far so good. I will be more involved once custom models/decks can be imported.

Finassar
03-22-2014, 07:20 AM
I started a suggestion thread on reddit too, so I will also post my ideas here


it would be awesome to see a marker or a pencil, in the game, as well as some paper (paper sized cards would be nice too, for when you get the uploading image to cards feature) or maybe even drawing on the table. this would be great for RPG games and even like crossword puzzles or something!

Maybe a way to play sound files too, music and what not. (some ambient rock for a blackjack game or spooky music for a dnd session).

Also thought a divider of some sort would be cool, like for battleship or dice rolls, maybe you could select which players can and cant see, so if there were spectators that were color blue, they could see. or even a different table that was close by but only the admin or GM could see it so all their stuff could be there, with enough room to roll dice.

A way to pick up stuff with right click, then drop all but the one you are holding would be cool.

jay_rab
03-22-2014, 07:43 AM
Finassar said
A way to pick up stuff with right click, then drop all but the one you are holding would be cool.

we talked a little about dropping one piece here http://www.berserk-games.com/forum/general-discussion/79/ might want to share your thoughts on the matter

CrunchyFrog
03-23-2014, 08:48 AM
Thinking on a bit today, it would be cool if we could share save files. What this does is not only allow people to share presets for custom game modes, but it also allows people to share stuff like common "chess puzzle" type maps or other things of that nature. As it is currently, however, it seems save files are stored within the assets database and are not easily shareable.

Nintyuk
03-23-2014, 09:23 AM
CrunchyFrog said

Thinking on a bit today, it would be cool if we could share save files. What this does is not only allow people to share presets for custom game modes, but it also allows people to share stuff like common "chess puzzle" type maps or other things of that nature. As it is currently, however, it seems save files are stored within the assets database and are not easily shareable.

Plus one to this idea.

Plus a tiny thing, can you make it so the back button on the spawn menu only goes up one level instead of too the top.

Djemps
03-23-2014, 09:29 AM
CrunchyFrog said

Thinking on a bit today, it would be cool if we could share save files. What this does is not only allow people to share presets for custom game modes, but it also allows people to share stuff like common "chess puzzle" type maps or other things of that nature. As it is currently, however, it seems save files are stored within the assets database and are not easily shareable.

Yes! Sharing table setups would be great! Also, is there a way to change the name of my saved files?

jay_rab
03-23-2014, 09:45 AM
CrunchyFrog said

Thinking on a bit today, it would be cool if we could share save files. What this does is not only allow people to share presets for custom game modes, but it also allows people to share stuff like common "chess puzzle" type maps or other things of that nature. As it is currently, however, it seems save files are stored within the assets database and are not easily shareable.

if this could be done we could even have offline matches, make my move send the save file in a email and go back and forth like that.

Knil
03-23-2014, 10:16 AM
Save files are located in My DocumentsMy GamesTabletop Simulator

They can be freely distributed right now http://www.berserk-games.com/wp-includes/images/smilies/icon_smile.gif

jay_rab
03-23-2014, 10:51 AM
Knil said

Save files are located in My DocumentsMy GamesTabletop Simulator

They can be freely distributed right now http://www.berserk-games.com/wp-includes/images/smilies/icon_smile.gif

Thanks for the location, though I have no folder called that in the my games file path. is it in the Chivalry Medieval Warfare folder http://www.berserk-games.com/wp-includes/images/smilies/icon_razz.gif (10+ points for anyone who gets the joke)

Knil
03-23-2014, 11:14 AM
Sorry I should have been more specific it's "YourUserMy DocumentsMy GamesTabletop Simulator" for windows.

The file structure for non windows version are a bit messed up though... I'll be moving the save location withing the game folder next patch most likely.

jay_rab
03-23-2014, 06:10 PM
Knil said

Sorry I should have been more specific it's "YourUserMy DocumentsMy GamesTabletop Simulator" for windows.

The file structure for non windows version are a bit messed up though... I'll be moving the save location withing the game folder next patch most likely.

Well reason it wasnt in mine was I hadnt saved yet, so it didnt created the file folder lol, so that solves that issue of it being non-existent, going to try to see how viable it is to trade save files back and forth with a friend.

Chris_Walker
03-24-2014, 03:18 AM
Really like a lot of the suggestions posted so far. The game is really showing a lot of potential!!http://www.berserk-games.com/wp-content/sp-resources/forum-smileys/sf-kiss.gif

User Created Game Objects
It seems like a lot of requests for individual elements that the devs could just leave to the user community, some examples are:

Score cards
Custom boards
Custom cards (Front & Back)
Money & other poker chips etc
D100 dice etc
More animated pieces like the Orc & Troll (I'd like to make a version of the Orc that isn't moving quite so fast)http://www.berserk-games.com/wp-content/sp-resources/forum-smileys/sf-laugh.gif
And millions of other elements

Advanced User Created Elements
These then don't have to be developed by knil and they other members of the dev team if they are able to provide us the users the tools with which to develop such elements as .obj objects. Provided we were given the ability to also define some snap points and perhaps with some scripting ability, more advanced users could also add elements such as:


Custom boards with definable snap points
Customizable Cube tower
Customizable Cardboard figures
And millions of other items that have a bit more complex movement & interactivity
It would especially be helpful to the user community if we had access to the existing sets of elements in the game so we could see how they were defined, make changes etc. Like for example, I'd love to compare the poker chips with the checker's pieces, and perhaps see what is needed to make the checker pieces stack like the poker chips can etc.

Some things, just leave to the devs
Then again, probably some elements, such as the PDF reference/rulebook element probably, Writing utensils, customizable spinning wheel etc are complex and involve more tweaking of the game source itself, that we'll just have to wait patiently on the developers to implement.

Benefit of letting the user community do the work?
This would then allow the devs to focus on the GUI, the physics and other back-end improvements (more prominent & colored shadows, added keyboard commands & gestures, full 360 degree rotation in all three axis). I think then the community would just take off by word of mouth in a huge way exponentially faster if the needle could be threaded in just the right way, recognizing that the system can't be so completely open so as to fail to be profitable to the tireless dev team..

Game Modes: & Updated Menu System
One more thought, I'd like to see user created custom games be "added" to the game so that they look just like the built-in games (square icon). With this then, I can envision thousands of games in the Table-Top simulator, so it would make the most sense to have a search menu/scroll-down list, with only the 16 most recently used games showing up at the top with their icon, kind of like a quick short-cut menu for convenience. The current game-mode menu looks good, but is primitive and doesn't take into account managing a library of thousands of games, but instead focuses quite heavily on the current built-in 16 game modes. (I'd like to see a similarly GUI update for the "Spawn" menu too, again because once users start adding elements, our libraries could grow into the hundred's of thousands of pieces, and we'd need a clean way of managing based on folders & sub-folders etc)

Go Berserk!!
I do of course recognize that for any of these changes to work, they'd have to mesh with the vision of the developers. Hats off to them, no matter what direction they choose to take, they've already shown themselves to be very talented & dedicated. I look forward to spending more money on this system (especially for licensed content) and recommending it to others also. I wish them every success. http://www.berserk-games.com/wp-content/sp-resources/forum-smileys/sf-cool.gif

Eleetpancake
03-24-2014, 05:43 AM
For the RPG pieces there should be an option to turn off the animation, as much as i like the animation an option that makes you feel like your playing with real miniatures would be nice. That said, a texture option for the RPG pieces much like the metal and wood texture options for the chess set making the RPG pieces look like unpainted pewter would be cool and add to the "i am really playing D&d" feel. Other than that a few other aesthetic options would be cool like different chess sets such as the "Man Ray" chess set http://www.artezine.com/issues/20060701/manray1_800w.jpg and the last thing i wanted to suggest was to add the ability to have 2 different boards out at once on the larger table so maybe 4 players could play 2 games in the same game, also it would be sweet if you made it so the drawers on that table worked. Other than that good luck with the game.

jay_rab
03-24-2014, 06:44 AM
bags or pots that we can throw pieces in, these dont actually have to hold the physics based piece, just something that keeps track of what was thrown in and then randomly selects one of those pieces to be drawn out when the user grabs from it.

zircher
03-24-2014, 02:42 PM
A 'bag of holding' would be great for games like Do: Pilgrims of the Flying Temple which uses colored stones. It would also be a handy way to do 'decks' of non-card objects like dominos or mahjong tiles.

CrunchyFrog
03-24-2014, 04:19 PM
Knil said

Sorry I should have been more specific it's "YourUserMy DocumentsMy GamesTabletop Simulator" for windows.

The file structure for non windows version are a bit messed up though... I'll be moving the save location withing the game folder next patch most likely.

Bah why do you guys have to be part of the scourge that is hijacking the My Documents folder? XD They're DOCUMENTS dammit, I've got enough of a hard time concentrating on legitimate work as it is. (Much less sort through 5 different devs' ideas of a centralized"my games|Games|My_Games|Game_Files" folder)

jay_rab
03-24-2014, 04:23 PM
CrunchyFrog said

Knil said

Sorry I should have been more specific it's "YourUserMy DocumentsMy GamesTabletop Simulator" for windows.

The file structure for non windows version are a bit messed up though... I'll be moving the save location withing the game folder next patch most likely.

Bah why do you guys have to be part of the scourge that is hijacking the My Documents folder? XD They're DOCUMENTS dammit, I've got enough of a hard time concentrating on legitimate work as it is. (Much less sort through 5 different devs' ideas of a centralized"my games|Games|My_Games|Game_Files" folder)

lol right? it seems that its harder to find, last place I thought to look is "my games" as I dont load anything in there personally and I try to block out that games have created a place for themselves outside of my programs folder...

QQuixotic
03-24-2014, 04:38 PM
zircher said

A 'bag of holding' would be great for games like Do: Pilgrims of the Flying Temple which uses colored stones. It would also be a handy way to do 'decks' of non-card objects like dominos or mahjong tiles.

Since I'm guessing my original post wasn't in this thread, a holding container could server a few useful features.

Adding items: An item or combination of items can be added into the container by dropping them on top.

Withdrawing items: Grabbing from the container grabs one copy of the item from it (if only one item is in it), or one random item (if multiple items are in it). Right clicking the container (or something) opens the container menu, where you can select a item to withdraw.

Copies: By right clicking the container (which opens the container menu) you can select amounts for each item. Once opened up, you can choose how many of a certain item the container holds.

Trash Bin: Deleting the container destroys the contents.

jay_rab
03-24-2014, 04:45 PM
Copies: By right clicking the container (which opens the container menu) you can select amounts for each item. Once opened up, you can choose how many of a certain item the container holds.

One of the issues I see with moving from the menu to the container for making objects is the fact that you can hide duplication like if everyone had their pokerchips in the container to save tablespace the user could add more then he has. also having another means of putting stuff out on the table could deal with some administration issues on servers.

Chris_Walker
03-24-2014, 05:06 PM
While holding onto a couple of items, say some tokens, if I repeatedly right-click it'd be nice if they would form a nicely aligned stack. Try it in the simulator, doesn't it feel like that repeated action should accomplish something, like they should match alignment?

QQuixotic
03-24-2014, 08:20 PM
jay_rab said

Copies: By right clicking the container (which opens the container menu) you can select amounts for each item. Once opened up, you can choose how many of a certain item the container holds.

One of the issues I see with moving from the menu to the container for making objects is the fact that you can hide duplication like if everyone had their pokerchips in the container to save tablespace the user could add more then he has. also having another means of putting stuff out on the table could deal with some administration issues on servers.
This is true, and an important note! The easiest solution I can see is making editing the containers Admin Only, or a checkbox for Admin Only and All (for people creating their own composition and then having it locked down by an Admin). But some sort of indication would still be required for if a user was grabbing randomly or searching. The 'Hand Avatar' idea could do this pretty easily (having a different animation for grabbing, searching, and modifying. Also an animation if a player even has one open). Other than that, I think Berserk Games wouldn't want some sort of visual icon or words above the jar to indicate when someone is searching.

Dezro
03-25-2014, 02:05 AM
Knil said

Sorry I should have been more specific it's "YourUserMy DocumentsMy GamesTabletop Simulator" for windows.

The file structure for non windows version are a bit messed up though... I'll be moving the save location withing the game folder next patch most likely.

I don't know if that's a great idea. If you mean moving it to the Data folder, or moving it to the folder containing the app bundle/binary, you might not have permission to write there on Mac or Linux. On Steam I think you're guaranteed write access to your game's folder but people might expect it's safe to delete anything in SteamApps and not lose their saves.

IMO the best option is to put the saves in a "Tabletop Simulator/Saved Games/" folder within the proper hidden application data folder ("~/AppData/Local/" on Windows, "~/Library/Application Support/" on Mac, and $XDG_DATA_HOME or "~/.local/share/" on Linux) and put an "open save folder" button somewhere, but I know that's nontrivial. :

(Also, I noticed that the reason the file structure is messed up now on Mac is that you're using backslash () as the path separator, and Unix systems don't recognize that. But all systems, including Windows, recognize slash (/) so you can use that everywhere, if you like.)

Knil
03-25-2014, 06:38 AM
Thanks for the heads up on the slashes I'm not very well versed in non windows OS, but I'm forced to learn now http://www.berserk-games.com/wp-includes/images/smilies/icon_razz.gif

Also I really like the idea for the bag of holding maybe the patch after next.

jay_rab
03-25-2014, 06:38 AM
QQuixotic said

jay_rab said

Copies: By right clicking the container (which opens the container menu) you can select amounts for each item. Once opened up, you can choose how many of a certain item the container holds.

One of the issues I see with moving from the menu to the container for making objects is the fact that you can hide duplication like if everyone had their pokerchips in the container to save tablespace the user could add more then he has. also having another means of putting stuff out on the table could deal with some administration issues on servers.
This is true, and an important note! The easiest solution I can see is making editing the containers Admin Only, or a checkbox for Admin Only and All (for people creating their own composition and then having it locked down by an Admin). But some sort of indication would still be required for if a user was grabbing randomly or searching. The 'Hand Avatar' idea could do this pretty easily (having a different animation for grabbing, searching, and modifying. Also an animation if a player even has one open). Other than that, I think Berserk Games wouldn't want some sort of visual icon or words above the jar to indicate when someone is searching.

All of these are great solutions, I think I am most fond of the hand animations.

We are going to vary in our thoughts in the fact that I want a rather thoughtless simulator in which there is no contextual menus and its all physics base, so this idea is rather outside of what I personally would like to see in gameplay elements.

QQuixotic
03-25-2014, 08:53 AM
jay_rab said
All of these are great solutions, I think I am most fond of the hand animations.

We are going to vary in our thoughts in the fact that I want a rather thoughtless simulator in which there is no contextual menus and its all physics base, so this idea is rather outside of what I personally would like to see in gameplay elements.
I understand that. Berserk Games is on your side, too. My ideas are, of course, meaningless. I know that the game will generally have as few menus and whatnot as possible for a pure 'simulator' experience. However, without the ability of actual hands, a lot of stuff is 'lost' to the simulation.
Oh well, I'm sure their designs will be good. Like all good developers, they just need to know when to ignore the community and do their own thing.

jay_rab
03-25-2014, 09:23 AM
QQuixotic said

jay_rab said
All of these are great solutions, I think I am most fond of the hand animations.

We are going to vary in our thoughts in the fact that I want a rather thoughtless simulator in which there is no contextual menus and its all physics base, so this idea is rather outside of what I personally would like to see in gameplay elements.
I understand that. Berserk Games is on your side, too. My ideas are, of course, meaningless. I know that the game will generally have as few menus and whatnot as possible for a pure 'simulator' experience. However, without the ability of actual hands, a lot of stuff is 'lost' to the simulation.
Oh well, I'm sure their designs will be good. Like all good developers, they just need to know when to ignore the community and do their own thing.

Well this is a "what would you like to see" thread so your words are not falling on deaf ears, the whole intent of this thread is allowing us to share our hopes for the game, thats why I can value what you are bringing to the table and not try to put it down but rather express what I think can be some issues with those ideas and talk though it as well as throw my own hopes out there, ether way if I dont agree with something might as well try to make that something the best it can be ^_^

Thanks for sharing!

ISiefer
03-31-2014, 03:07 PM
I don't have too much to add as people have already made plenty of great suggestions. However two things I am really looking forward to are improved notepad or some other way of implementing scoring/life and rules.
Also, a better way of looking at cards. Specifically, I would look the ability to look at a card and have a big picture of it pop up where I can clearly read the text. Or maybe a section of the screen where I can hover over a card or object and have a zoomed in display of it? I am thinking of Magic Workstation or Hearthstone's functionalities at the moment but maybe there are other card games that have done it well, too. I realize there is a zoom-in button, but even then it's difficult to read cards and it is not completely user friendly of looking at cards and objects in detail. It would also help with looking at the result of die or other things. The objects are just too small and I'd hate to have to zoom in and out all the time.

jay_rab
03-31-2014, 07:01 PM
ISiefer said
Also, a better way of looking at cards. Specifically, I would look the ability to look at a card and have a big picture of it pop up where I can clearly read the text. Or maybe a section of the screen where I can hover over a card or object and have a zoomed in display of it?

I know the R key is set for "readable" I am not sure if this is what is planned for this key or not as it doesnt do anything when I have a card, but this may be what they are planning.

Knil
03-31-2014, 08:09 PM
Readable currently rotates the card towards your camera face up - which makes it "readable." Helpful if you need to read some text on a card, without having to manually do all the work.

I'm torn on ideas like these because it takes away from immersion factor - debatable importance, but I'm interested what you guys think. Would you prefer more assists like this?

jay_rab
03-31-2014, 08:18 PM
Knil said

Readable currently rotates the card towards your camera face up - which makes it "readable." Helpful if you need to read some text on a card, without having to manually do all the work.

I'm torn on ideas like these because it takes away from immersion factor - debatable importance, but I'm interested what you guys think. Would you prefer more assists like this?

I am not sure this would break immersion so much as generally I am picking up cards in real life or asking other to read them for me in which they sometimes would have to pick up the card to read it as well. if the card could be brought up to our face or if we can have a more dynamic zoom were we currently we have it snapping to the area our pointer is in, were as it would also be practical for a zoom to focus on the card and angle it so that we are straight on with it and then zoom back to our original position when we are finished.

zircher
04-01-2014, 01:39 AM
Indeed, instead of a generic zoom, it would be like focusing on an object.

QQuixotic
04-01-2014, 06:00 AM
Knil said

Readable currently rotates the card towards your camera face up - which makes it "readable." Helpful if you need to read some text on a card, without having to manually do all the work.

I'm torn on ideas like these because it takes away from immersion factor - debatable importance, but I'm interested what you guys think. Would you prefer more assists like this?

I understand you want Tabletop Simulator to be as immersive as possible. This means you want to keep the features basic (not in a bad way).
The immersion is just as likely to be broken by us not being able to do something as it is from being too 'computery', though.
Tabletop Simulator is a great opportunity to have a realistic tabletop simulator, but augmented with extra features. I think a good way to look at it may be this: In terms of information, if a real tabletop + Google Glass could provide the same experience, you're good. In terms of mobility, as long as the controls are simple enough to easily use on mobile, I'm sure the controls are fine.

Chris_Walker
04-01-2014, 06:38 AM
In addition to adding WASD panning, other gestures and keystroke additions will add immersiveness to the player experience.
Swap - replace item(s) the user is holding with whatever item the shadow is above
Vertical rotation - similar to horizontal rotation, two-keys or a modifier key in combination with the scroll could handle this. Setting up dominoes would be much easier with this addition. (would love to see short presses of the "E" and "Q" key adjust by 15 or 45 degree angles, while a long press would just rotate indefinately along a 360 degree arc.
Stacking - not all object have "snap" features like the playing cards & poker tokens, but the physics would still support stacking, for example, checker pieces are physically stack-able while chess pieces generally are not. Still if there could be a key stroke or gesture to allign a whatever object are currently in the players hand into a vertical stack, this would be very helpful.
Pushing/Sliding. There are a number of games where it would be more intuitive/immersive if the pieces could be pushed & slid instead of picked up. I know it is possible to pick up an object and then hold down on the right-mouse button to simulate sliding/pushing however usually with objects like chess pieces, this results in tipping the pieces over rather than a nice sliding movement. (perhaps adjusting the center-of gravity when holding pieces and pressing the right-mouse button can fix this issue)
Adjustable height. Envisioning dexterity games like Jenga, if the user interface had a way to raise the pointer higher than the current fixed height, games like this would be more of a possibility. Pressing spacebar could then return the cursor as well as the camera view back to default

Anyway, just some thoughts, not sure if others agree.http://www.berserk-games.com/wp-content/sp-resources/forum-smileys/sf-cool.gif

FlukiestEmperor
04-01-2014, 06:51 AM
Knil said

Readable currently rotates the card towards your camera face up - which makes it "readable." Helpful if you need to read some text on a card, without having to manually do all the work.

I'm torn on ideas like these because it takes away from immersion factor - debatable importance, but I'm interested what you guys think. Would you prefer more assists like this?

I believe this is an important feature. I look at it like this, the game makes certain things easier than real life. For example, shuffling cards, getting a game out (if it's already setup in a save, or premade gamemode), cleanup, no losing pieces, duplicate them if needed, etc, etc.

On the flip side, certain things are more difficult. Looking at cards, playing a game like Jenga (no tactile feedback, physics are good in this game, but of course just isn't the same as real life), picking up multiple objects, clearing the table when there are a lot of objects.

So I believe helper functions like this compensate for what is more difficult to do in this game than real life.

FlukiestEmperor
04-01-2014, 06:59 AM
Chris_Walker said

Pushing/Sliding. There are a number of games where it would be more intuitive/immersive if the pieces could be pushed & slid instead of picked up. I know it is possible to pick up an object and then hold down on the right-mouse button to simulate sliding/pushing however usually with objects like chess pieces, this results in tipping the pieces over rather than a nice sliding movement. (perhaps adjusting the center-of gravity when holding pieces and pressing the right-mouse button can fix this issue

This actually is possible by holding shift

Chris_Walker
04-01-2014, 08:53 AM
FlukiestEmperor said

Chris_Walker said

Pushing/Sliding. There are a number of games where it would be more intuitive/immersive if the pieces could be pushed & slid instead of picked up. I know it is possible to pick up an object and then hold down on the right-mouse button to simulate sliding/pushing however usually with objects like chess pieces, this results in tipping the pieces over rather than a nice sliding movement. (perhaps adjusting the center-of gravity when holding pieces and pressing the right-mouse button can fix this issue

This actually is possible by holding shift

Yeah, holding down Left-shift is a push, but it's not the same as sliding where you're specifically holding a piece and sliding it. Still, pushing in this manner (left-shift) will work in many situations, except where many pieces are close together, you can unintentionally push any pieces that are close by. So I think it would be better if the left-shift would allow to slide a piece while holding it too.

hehrm
04-01-2014, 04:15 PM
One thing I would like to suggest is maybe a main lobby chat maybe before you go into a server room. That way you can find someone to play with or just meet new people as well. I see a few people are on. it might give a kinda hang out to the simulator like breakfast club or coffee table.

jay_rab
04-01-2014, 09:01 PM
hehrm said

One thing I would like to suggest is maybe a main lobby chat maybe before you go into a server room. That way you can find someone to play with or just meet new people as well. I see a few people are on. it might give a kinda hang out to the simulator like breakfast club or coffee table.

A place with no moderation... I dont think that is the wisest route, I might just leave up my server from time to time for you and just not spawn anything if that would serve as a coffee table. the official irc channel though is http://webchat.quakenet.org #berserkgames and that might serve the purpose more.

hehrm
04-02-2014, 01:15 AM
I tryed to use that once and it said the channel was not found. Ill try it again.

jay_rab said

hehrm said

One thing I would like to suggest is maybe a main lobby chat maybe before you go into a server room. That way you can find someone to play with or just meet new people as well. I see a few people are on. it might give a kinda hang out to the simulator like breakfast club or coffee table.

A place with no moderation... I dont think that is the wisest route, I might just leave up my server from time to time for you and just not spawn anything if that would serve as a coffee table. the official irc channel though is http://webchat.quakenet.org #berserkgames and that might serve the purpose more.

hehrm
04-02-2014, 01:25 AM
I use a program called xchat for all my irc channels and i have tryed both http://webchat.quakenet.org and webchat.quakenet.org

the first one gives me an error about if i misspelled it and the second one says
* Looking up webchat.quakenet.org
* Connecting to webchat.quakenet.org (an IP address) port 6667...
* Connection failed. Error: Connection timed out
Cycling to next server in Berserkgames...
* Disconnected ().

just trying to figure out what i am doing wrong

hehrm said

I tryed to use that once and it said the channel was not found. Ill try it again.

jay_rab said

hehrm said

One thing I would like to suggest is maybe a main lobby chat maybe before you go into a server room. That way you can find someone to play with or just meet new people as well. I see a few people are on. it might give a kinda hang out to the simulator like breakfast club or coffee table.

A place with no moderation... I dont think that is the wisest route, I might just leave up my server from time to time for you and just not spawn anything if that would serve as a coffee table. the official irc channel though is http://webchat.quakenet.org #berserkgames and that might serve the purpose more.

Kimiko
04-02-2014, 05:29 AM
hehrm said

I use a program called xchat for all my irc channels and i have tryed both http://webchat.quakenet.org and webchat.quakenet.org



Try using irc.quakenet.org

http://www.berserk-games.com/wp-includes/images/smilies/icon_smile.gif

Chris_Walker
04-02-2014, 06:46 AM
Would be nice if this forum had a section for poling, would be curious to know which game modes are generating the most interest, and give us an opportunity to vote in support of any current picks or suggest additional ones. It could look something like this (taken from Dice Tower poll screenshot):
http://i.imgur.com/qF968Dq.png
Obviously, Berserk wouldn't have to poll in this, way, Could go simpler, with a single text box etc, but this pictured poll is deluxe, as each text box queries the boardgamegeek.com database, which I thought was at least worth mentioning.

Then the results could be something like this:
http://i.imgur.com/3h38AHE.png

Anyway, both images are purely fictitious, simply provided to illustrate more articulately what my suggestion is.

infernotez
04-02-2014, 07:30 AM
FlukiestEmperor said

Knil said

Readable currently rotates the card towards your camera face up - which makes it "readable." Helpful if you need to read some text on a card, without having to manually do all the work.

I'm torn on ideas like these because it takes away from immersion factor - debatable importance, but I'm interested what you guys think. Would you prefer more assists like this?

I believe this is an important feature. I look at it like this, the game makes certain things easier than real life. For example, shuffling cards, getting a game out (if it's already setup in a save, or premade gamemode), cleanup, no losing pieces, duplicate them if needed, etc, etc.

On the flip side, certain things are more difficult. Looking at cards, playing a game like Jenga (no tactile feedback, physics are good in this game, but of course just isn't the same as real life), picking up multiple objects, clearing the table when there are a lot of objects.

So I believe helper functions like this compensate for what is more difficult to do in this game than real life. I agree. The idea of features are to give people options. I mean some people may want to pass out every card and some may want to just automate the start up. I think with custom decks though the passing cards part might need some work.

Chris_Walker said

Adjustable height. Envisioning dexterity games like Jenga, if the user interface had a way to raise the pointer higher than the current fixed height, games like this would be more of a possibility. Pressing spacebar could then return the cursor as well as the camera view back to default

Anyway, just some thoughts, not sure if others agree.http://www.berserk-games.com/wp-content/sp-resources/forum-smileys/sf-cool.gif I noticed too that when you are dealing with stuff like massive decks it can be an issue too. I mean cards against humanity has a 640 white card deck and when trying to pull white cards it can knock the deck over.

jay_rab said

hehrm said

One thing I would like to suggest is maybe a main lobby chat maybe before you go into a server room. That way you can find someone to play with or just meet new people as well. I see a few people are on. it might give a kinda hang out to the simulator like breakfast club or coffee table.

A place with no moderation... I dont think that is the wisest route, I might just leave up my server from time to time for you and just not spawn anything if that would serve as a coffee table. the official irc channel though is http://webchat.quakenet.org #berserkgames and that might serve the purpose more.

Why not use a steam group for that? I mean they will be adding steam support soon enough might as well get used to it.

hehrm
04-02-2014, 07:54 AM
I like this idea too with the voting


Chris_Walker said

Would be nice if this forum had a section for poling, would be curious to know which game modes are generating the most interest, and give us an opportunity to vote in support of any current picks or suggest additional ones. It could look something like this (taken from Dice Tower poll screenshot):
http://i.imgur.com/qF968Dq.png
Obviously, Berserk wouldn't have to poll in this, way, Could go simpler, with a single text box etc, but this pictured poll is deluxe, as each text box queries the boardgamegeek.com database, which I thought was at least worth mentioning.

Then the results could be something like this:
http://i.imgur.com/3h38AHE.png

Anyway, both images are purely fictitious, simply provided to illustrate more articulately what my suggestion is.

jay_rab
04-02-2014, 09:43 AM
infernotez said
Why not use a steam group for that? I mean they will be adding steam support soon enough might as well get used to it.

I am completely in favor of this option as when the game goes live on steam we will have an official community group that we can hang out in, for the time being irc though.

Chris_Walker said
Would be nice if this forum had a section for poling

I think this would be a great idea for the "thread"

infernotez
04-02-2014, 12:45 PM
Have you guys thought about a dice cam option? Like it would show the various dice in a picture in picture type of thing.

Stickman
04-02-2014, 01:23 PM
Someone mentioned a "spawner" for any game piece. That would be nice. Maybe even a way to hook it to the edge of the table so you can have a whole bunch and not have them take up table space.

I also think the GUI for spawning any pieces should include images.

http://www.pointystick.org/temp/tts-menuimages.jpg

Someone talked about additional turn controls, including "dummy turns," which would be for NPCs in RPG style games. I'm actually against additional turn controls. It's something players can manage themselves, or a numbered token in front of their seat can be used for. The free form/sandbox nature of Tabletop Simulator is great for applying it for any purpose, without rules. While the existing turns feature is a useful tool for basic board games, dressing it up too much feels like it's trying to exert too much control. The sandbox nature can solve any turn complications.

I don't know what your long term goals are for customization, but it sounds like most requests can be resolved by adding as much user customization as possible. If people can import their own models, textures, tables, and even do custom scripting (to manage turns, pieces auto-moving, tooltip prompts), then they can turn your sandbox into anything they want instead of you trying to fulfill every request.

In fact, if I can import my own models and textures, I've got all the essentials I want. Having additional control through scripting is just icing on the cake -- I could make my own spawners, even, and put them on the Steam Workshop for those who don't know how to make them. But something that complex may be a post-release feature if you didn't already plan it.

Kimiko
04-02-2014, 01:50 PM
Is the poll option not working in this section? I'll check it out.

zircher
04-03-2014, 03:59 PM
Just for fun, have you thought about talking to the Geek Chic HQ people and use some of their custom designs as tables?

http://geekchichq.com/#category-furniture

I may never be able to own a Sultan, but it would be a hoot to have a virtual one. http://www.berserk-games.com/wp-includes/images/smilies/icon_smile.gif
--
TAZ

Djemps
04-04-2014, 06:25 AM
OK, I've thought about how to articulate this idea for a while, and the best thing I can think of is that various objects should have a 'texture' or 'friction' attribute.

Here's an experiment: spawn the giant 3-headed dragon thing, a smaller monster model, and a 6-sided die. Hold T(tap) and select the dragon. While still holding T and LMB(left mouse button) move the dragon around the table. He should essentially slide around on his base without tipping over. Try this with a small RPG model and it tips over. Try with a D6 and it quickly rolls around.

I assume the dragon slides because it is so heavy. But maybe it is center of gravity? Either way, there are plenty of other piece that I would like to do the same thing with. All RPG models, player pawns, chess pieces etc... While other items are better off having more 'friction' (like rolling dice).

As an old Desperate Gods player, I recall that the game board and wooden table had different texture settings. Doing the Tap-n-Drag technique; the player pawns would slide on one surface and tip over on the other.

Maybe game tables, and game boards could be assigned different texture settings? (Slippery wood vs sticky felt) as well as the various bases of objects (wooden pawns vs pawns with felt underneath). Combine the two and you have various levels of sticking and sliding.

Chris_Walker
04-04-2014, 06:28 AM
zircher said

Just for fun, have you thought about talking to the Geek Chic HQ people and use some of their custom designs as tables?

http://geekchichq.com/#category-furniture

I may never be able to own a Sultan, but it would be a hoot to have a virtual one. http://www.berserk-games.com/wp-includes/images/smilies/icon_smile.gif
--
TAZ

Yeah, that would be fun, wonder if Geek Chic would welcome & appreciate the free advertising?

FlukiestEmperor
04-04-2014, 08:01 PM
It would use useful if the custom cards had a check box next to the card back to specify a unique back per card. That way we could have the option to use the same card back for every card (as it is now), or use a sheet (like the front) if the backs require a unique image for each card.

EDIT: Also, if a back image link isn't typed in, could it just default to a white back

Mara
04-08-2014, 08:22 PM
How about an ability to create own tables if skilled with 3D modeling? This would be nice for games like Mancala.

jay_rab
04-08-2014, 09:18 PM
Mara said

How about an ability to create own tables if skilled with 3D modeling? This would be nice for games like Mancala.

this would be fun for dominoes as you could make stairs going up and down with the table, or have a track to roll a marble in... but would we be able to do something like this or would our tables have to be flat?

Mara
04-08-2014, 09:27 PM
jay_rab said
this would be fun for dominoes as you could make stairs going up and down with the table, or have a track to roll a marble in... but would we be able to do something like this or would our tables have to be flat?

Pretty sure vertical differences can be done, since the poker table has pockets as well. Otherwise custom tables might be pointless.

Stickman
04-09-2014, 11:57 AM
I'd like to see a floor. Table flipping would be much more satisfying if everything clattered around instead of flying into the void.

And an option to delete things that go off the edge of the table instead of teleporting them back up. It'd be a useful way to dispose of some pieces.

Chris_Walker
04-09-2014, 11:59 AM
Stickman said

I'd like to see a floor. Table flipping would be much more satisfying if everything clattered around instead of flying into the void.

And an option to delete things that go off the edge of the table instead of teleporting them back up. It'd be a useful way to dispose of some pieces.

You do realize you can press delete while holding something and it will be deleted? Seems sufficient for me, but yeah, a floor would be a nice touch.

jay_rab
04-09-2014, 03:47 PM
Chris_Walker said

Stickman said

I'd like to see a floor. Table flipping would be much more satisfying if everything clattered around instead of flying into the void.

And an option to delete things that go off the edge of the table instead of teleporting them back up. It'd be a useful way to dispose of some pieces.

You do realize you can press delete while holding something and it will be deleted? Seems sufficient for me, but yeah, a floor would be a nice touch.

I think he is more referring to a "setting" that would make it default that something will get deleted when it goes off the edge rather then being put back on the table.

QQuixotic
04-09-2014, 04:15 PM
Stickman said

I'd like to see a floor. Table flipping would be much more satisfying if everything clattered around instead of flying into the void.

And an option to delete things that go off the edge of the table instead of teleporting them back up. It'd be a useful way to dispose of some pieces.
One of the major components here (with the table flip) is that they're currently using skyboxes. Before flipping the table, they look pretty good. The table appears to be in the appropriate space (unless you rotate/pan beneath it), but there is no location in which the table could 'fall' and the illusion stay.
The major way to fix this would be to make the environments entities, just as the table is. A skybox would be used for it's typical intention- a sky or background through a window or something. I assume some sort of resolution will come to this much later down the line. They've mentioned a moonbase environment, I assume others (dungeon, basement, etc) will come as well, and they'll likely want something more complicated than a regular skybox.

Chris_Walker
04-10-2014, 02:19 AM
jay_rab said
I think he is more referring to a "setting" that would make it default that something will get deleted when it goes off the edge rather then being put back on the table.

Yes, it's just that since you can delete things anyway with precision, I don't think it's necessary to have a less precise way of deleting objects. Accidental component drops would frustratingly have to be re-spawned. This new way of deleting things doesn't fix a problem, but it creates the potential for more problems, or at the very least the potential for frustration, my guess, quite a few folks would opt to turn off such a feature if it were added.

Mara
04-10-2014, 08:59 AM
Posting an another suggestion. Jigsaw puzzle pieces that will snap when placing next to the correct pieces.

Based on Ecke's puzzle - http://www.berserk-games.com/forum/general-discussion/56/page-2/#p1086 Right now you can see it requires some caution when putting cards on the right place or else it looks very weird. Snapping jigsaw puzzle pieces would fix this problem intantly. Not only that, but it also gives us an opportunity to add more than 70 pieces.

Stickman
04-10-2014, 11:01 AM
Chris_Walker said

jay_rab said
I think he is more referring to a "setting" that would make it default that something will get deleted when it goes off the edge rather then being put back on the table.

Yes, it's just that since you can delete things anyway with precision, I don't think it's necessary to have a less precise way of deleting objects. Accidental component drops would frustratingly have to be re-spawned. This new way of deleting things doesn't fix a problem, but it creates the potential for more problems, or at the very least the potential for frustration, my guess, quite a few folks would opt to turn off such a feature if it were added.

I believe you're correct. Imagine playing a card game and accidentally slipping a card off the edge of the table. Everyone pauses and goes, "Wait, what card was that?" And how do you get a new one? However, the existing system can result in the pieces falling in an unfortunate spot and tipping all of the dominos over. A pocket or table attachment where recovered pieces can go may be a solution -- but we've entered the "some day" category of features/changes by that point.

Knil
04-10-2014, 11:18 AM
The problem with the puzzle idea is the pieces would be the same layout each time.

Chris_Walker
04-10-2014, 04:20 PM
Quick Pickup
After playing around with TTS I've found it's quite fun making a mess by rapidly spawning lots of pieces. I know cleanup can be quite easy, simply select a new game mode (or press <-- arrow until the mess is undone etc). However there are many times when I'd rather not throw the baby out with the bath water. After making a mess, then either nuking the table or picking up one piece at a time, it would make a lot of sense if we could draw a selection box on the table and quickly pickup everything that is inside the box, keeping the rest of the table as-is.

Let me put it this way, you can hold on to dozens of pieces, and drop them all at once, delete them all at once, move them around, flip them etc. Would it not then make sense to have the ability to pickup a bunch of pieces just as quickly?

Once multi-pickup has been implemented, many will wonder how we ever did without it. http://www.berserk-games.com/wp-content/sp-resources/forum-smileys/sf-smile.gif

zircher
04-10-2014, 05:04 PM
Knil said
The problem with the puzzle idea is the pieces would be the same layout each time.
What about making the pieces part of a 'deck' that can be shuffled?

Mara
04-10-2014, 05:33 PM
What about making the pieces part of a 'deck' that can be shuffled?

I think what he means is that the shape of the pieces will always be the same. Imagine 200 different images on this same layout.

http://puu.sh/8490y.jpg

Don't take my word on understanding stuff right now however, I just woke up.

Chris_Walker
04-11-2014, 01:32 AM
Knil said

The problem with the puzzle idea is the pieces would be the same layout each time.

Not necessarily, with significant effort I can envision standard layouts of 4, 9, 16, 25, 36, 49, 64, 100 piece puzzles with square aspect ratio
http://i.imgur.com/LapYrie.png

And also 20, 50, 100, 200, 500 & 1000 piece puzzles with rectangular aspect ratio etc

During setup the user would be prompted to provide a custom image. Play testing would be a bear, as each edge of each piece would have to be tested to make sure they don't snap together (except for the truly matching sides). I can only imagine the extra thousands of lines of code this would require. Would be really cool, but definitely would look at it as a further down the road kind of project.

Could almost be a separate Kickstarter, something called "Jigsaw Puzzle Simulator" http://www.berserk-games.com/wp-content/sp-resources/forum-smileys/sf-laugh.gif

QQuixotic
04-11-2014, 06:35 AM
Chris_Walker said

Knil said

The problem with the puzzle idea is the pieces would be the same layout each time.

Not necessarily, with significant effort I can envision standard layouts of 4, 9, 16, 25, 36, 49, 64, 100 piece puzzles with square aspect ratio
http://i.imgur.com/LapYrie.png

And also 20, 50, 100, 200, 500 & 1000 piece puzzles with rectangular aspect ratio etc

During setup the user would be prompted to provide a custom image. Play testing would be a bear, as each edge of each piece would have to be tested so make sure they don't snap together (except for the truly matching sides). I can only imagine the extra thousands of lines of code this would require. Would be really cool, but definitely would look at it as a further down the road kind of project.

Could almost be a separate Kickstarter, something called "Jigsaw Puzzle Simulator" http://www.berserk-games.com/wp-content/sp-resources/forum-smileys/sf-laugh.gif

I'm confused why this is hard.
If you want a 100 piece, totally different puzzle every time, create 100 entities and divide the picture into 100 points. Create 100 square entities, and on each of theme center the picture based on one of the 100 points. From there, determine which parts are adjacent and replace the edges connecting them with the appropriate edges.
Something like this?
http://i.imgur.com/YXRab1O.jpg
Don't get me wrong, I don't expect (or particularly care for) puzzles to be in soon, I just think this would be the most efficient way of generating puzzles, without relying to prebuilts. And because the centers are always the same distance away, despite whatever the jig shape may be, snapping would be done with that.

Chris_Walker
04-16-2014, 05:57 AM
I can't find the quote, but it was something like...
Knil said

Please post pictures of a mega-table you'd like to see added.

Ok, one game that takes a massive table is Axis & Allies 1940 Global (combining Axis & Allies 1940: Pacific with Axis & Allies 1940: Europe) Awesome epic game, it requires a 4'x8' to 4'x10' table top in order to accommodate the extra charts, pieces, dice-towers etc. Here's some pictures, including one table in Michigan that I've actually played on..

This one is cool because it adds lots of component compartments around the sides.
http://i100.photobucket.com/albums/m40/chumpchange2014/pic1053681_md_zps64869a6d.jpg

This one is a piece of plywood on top of a folding table, but again, cool compartments around the side which create a large recessed play area in the center.
http://i100.photobucket.com/albums/m40/chumpchange2014/photo2_zps8058c21e.jpg

Then there's this one, that's just a plain flat table, probably 20 feet long for up to two games of Axis & Allies Global (This allows for A Cool variant of this game with a divider in the middle that allows players to simulate "Fog of War" whereby each opposing team has their own map and a mediator in the middle officiates conflict)
http://i100.photobucket.com/albums/m40/chumpchange2014/DSC02396_zpsc81a3fc1.jpg

These next two, I've actually played on, they are Mad Dog's Bunker in Grand Haven Michigan, very cool place.
http://i100.photobucket.com/albums/m40/chumpchange2014/IMG_0147_zps3d8111c6.jpg
http://i100.photobucket.com/albums/m40/chumpchange2014/IMG_0145_zpsca5ab074.jpg

Finally, again just a standard 4'x8' table
http://i100.photobucket.com/albums/m40/chumpchange2014/IMG_0467_zps1ec60967.jpg

So, if there is any chance of a massive table being added, I'd put my vote in for one that is big enough to accommodate Axis & Allies 1940:Global !!http://www.berserk-games.com/wp-content/sp-resources/forum-smileys/sf-cool.gif

Finassar
04-16-2014, 07:46 AM
What ever the table is, and this one is nice, it's goda be huge, some game boards and games take up a gigantic space and would love to play them, like ^ A&A, so Thank you, Chris

JeffDeaf
04-16-2014, 08:30 AM
I'd like to see doors for the dungeons, as well as a tile with walls on opposite sides. On a relevant note, some trapped tiles would be nice, as well as treasure chest miniatures (or at the very least mimic treasure chests, so that you could use it as both legitimate treasure and evil dm bs)

NightCrest
04-16-2014, 09:03 AM
JeffDeaf said

I'd like to see doors for the dungeons, as well as a tile with walls on opposite sides. On a relevant note, some trapped tiles would be nice, as well as treasure chest miniatures (or at the very least mimic treasure chests, so that you could use it as both legitimate treasure and evil dm bs)

I really like that mimic idea. You could have it's passive state be a normal chest with it's "attack" being opening. Then you switch it to it's active state and it becomes a mimic with normal attacks and such. I could see that working really well.

Finassar
04-16-2014, 10:33 AM
JeffDeaf said

I'd like to see doors for the dungeons, as well as a tile with walls on opposite sides. On a relevant note, some trapped tiles would be nice, as well as treasure chest miniatures (or at the very least mimic treasure chests, so that you could use it as both legitimate treasure and evil dm bs)

They have doors! just not in yet http://i0.wp.com/www.berserk-games.com/wp-content/uploads/2014/03/rpgsneakpeak.png?resize=314%2C200 this picture was on their front page a few weeks ago

Chris_Walker
04-16-2014, 06:25 PM
Expanded Host Options
Also feel like the Admin should be given more control if he/she needs it, by having tick boxes to disable Copy/Paste, Spawn & Delete etc. Of course the default should be keeping all of these options on, but with some, especially more complex games, it would be unfortunate for people to accidentally add/remove pieces and ruin a game, perhaps without even knowing about it.

Here's kind of what I envision:
http://i100.photobucket.com/albums/m40/chumpchange2014/HostOptions-Expanded_zpsa68146bf.png

Particularly as I'm teaching my boys to play, I'd like to have them focus on the gameplay and not spamming the board http://www.berserk-games.com/wp-content/sp-resources/forum-smileys/sf-laugh.gif

CrunchyFrog
04-17-2014, 03:17 PM
I'm too lazy to read through the thread, and regardless I think it should be repeated, but I'd like to see some kind of host jukebox/music playlist feature. Maybe even provide some default ambiance, all of which can be toggled/volume adjusted clientside.

Roadie
04-17-2014, 05:51 PM
Some way to set a different display name would be good, particularly for use of the RPG mode. Harder for people to forget who's playing who if it's the character name instead of user ID showing on the table.

calebbernard
04-18-2014, 01:43 PM
I just bought the release, and right off the bat, there are 2 major features that would be super important to me.

I like to make up my own solitaire card and domino games. The domino options right now seem really limited, though. I would love to see the ability to generate double-six, double-twelve, and double-fifteen domino sets, and have them be spawned as a set, face down, on a table.

The other feature request, even more important to me, is to be able to create custom game modes. A lot of my solitaire games require dealing out the entire deck into a special arrangement on the table. Having to drag the cards out each new time I want to play a game is pretty tedious. But if I could do it once, save it as a game mode, and then have the cards randomized in place when I open the game, that would be so wonderful.


Finally, the ability to pan the camera would be very nice.

Karmond
04-18-2014, 03:26 PM
I'd like for it to be possible to launch the game automatically without having to click play on the launcher by using a shortcut parameter or something similar.

Veraxus
04-18-2014, 03:53 PM
The one thing I want is more customization and the ability to create new custom game types.

Ideally... large tables, ability to place multiple boards, ability to define/import custom objects or customize existing ones, tile decks, custom card decks, etc.

MattDamonUniverse
04-18-2014, 09:12 PM
^ Arent't custom card decks already a thing?

I agree that there should be a bit more variety in th large tables option. I would especially like a more plain-looking wooden table that is in the same shape as the current red felt one. I would also like it if there was some way to spawn scaled versions of objects. I don't know how well that could work, though.

jay_rab
04-18-2014, 09:25 PM
calebbernard said
The other feature request, even more important to me, is to be able to create custom game modes. A lot of my solitaire games require dealing out the entire deck into a special arrangement on the table. Having to drag the cards out each new time I want to play a game is pretty tedious. But if I could do it once, save it as a game mode, and then have the cards randomized in place when I open the game, that would be so wonderful.


Hey Calebbernard,

This can be done right now with save states, saves not only save the position of things they also save the custom content along with the resentily added custom naming for saves all you need to do is layout your setup, and then go and save and name that save and then you can grab that save whenever you want, also if you pick up the cards you want randomized (assuming they are in a deck) you can shake them back and forth to randomize them (aka shuffle) there is also a "custom" game mode for you to start out with

Karmond
04-18-2014, 10:52 PM
jay_rab said
This can be done right now with save states, saves not only save the position of things they also save the custom content along with the resentily added custom naming for saves all you need to do is layout your setup, and then go and save and name that save and then you can grab that save whenever you want, also if you pick up the cards you want randomized (assuming they are in a deck) you can shake them back and forth to randomize them (aka shuffle) there is also a "custom" game mode for you to start out with

The problem is that game modes can have randomised content, save states cannot. So while you can shuffle a deck, anything pre set up on the table will always spawn in the same.

jay_rab
04-18-2014, 11:45 PM
Karmond said
The problem is that game modes can have randomised content, save states cannot. So while you can shuffle a deck, anything pre set up on the table will always spawn in the same.

I have to agree with you there, so I assume you are trying to something like how Settlers of Catan has random floor layouts, but with cards?

I could see this as an option like how it asks you to name your save right now, it could also ask if you want to save the card id's or leave it random.

JeffDeaf
04-19-2014, 03:08 AM
You know what I would like? If when you moused over a card in your hand, it would pop up over the others so that you could actually see it without having to pull it out. Would be such a time saver.

Djemps
04-19-2014, 04:15 AM
JeffDeaf said

You know what I would like? If when you moused over a card in your hand, it would pop up over the others so that you could actually see it without having to pull it out. Would be such a time saver.

Doesn't the new alt commands allow that now?

jay_rab
04-19-2014, 04:19 AM
Djemps said

JeffDeaf said

You know what I would like? If when you moused over a card in your hand, it would pop up over the others so that you could actually see it without having to pull it out. Would be such a time saver.

Doesn't the new alt commands allow that now?

It does but I think he is asking for the card on rollover to show the full card like it does with the rightmost card. the issue here and why I think that wont happen is that if you look closely at how the cards in your hand are set up each card is actually raised one higher then the next like a staircase. to raise it to the top is to shoot it to the rightmost slot.

Djemps
04-19-2014, 04:51 AM
jay_rab said

It does but I think he is asking for the card on rollover to show the full card like it does with the rightmost card. the issue here and why I think that wont happen is that if you look closely at how the cards in your hand are set up each card is actually raised one higher then the next like a staircase. to raise it to the top is to shoot it to the rightmost slot.

I've tested Tarot in TTS with 20 cards in my hand. Holding 'Alt' and rolling across the deck works fantastic. Just stop at the magnified card you want and then grab it.

blackKnight
04-19-2014, 07:39 AM
I'd like to see an option to change the colors of the bases of the RPG figures or better yet be able to put labels on them so I could distinguish "Asgrath the destroyer" goblin from "Miles McMild" the goblin janitor. Also a button to rapidly spin the dice like a top would be a nice to have. It seems a bit difficult to shake them up really well. I'd also like to see a Sci-Fi set for the RPG. I'd also like to see a deal with Wizards/Piazo/etc to automatically get digital versions of minis when you buy the physical copy.

Andrew
04-19-2014, 09:26 AM
The 'FPS' controls are great but I feel like they should be the default. Holding Alt and then moving with WASD + Mouse is pretty damn cumbersome and I don't see the current defaults anywhere near as useful as FPS controls. Remove them, integrate them or sideline them IMO.

Mepfistamor
04-19-2014, 01:12 PM
I would like a way to create custom dice. I am a huge Quarriors fan and emulating that would be my goal.

On a similar note a "dice bag" type options with "visible" draw and random draw options would rock!

NohbdyImportant
04-19-2014, 02:44 PM
I personally think that the custom cards could be implemented better. Being limited to having just 69 cards, and having all those cards shuffled into a big, central deck makes things like deck building games almost impossible, and certainly a chore. Might make a bit more sense to have a folder system, where you select folders and the game reads all the cards there, and then imports them into actual cards. Individual folders would separate into individual decks, And could theoretically support infinite cards. Which could in turn would allow each player to have their own personal deck, e.g. almost every trading card game in existence.

The other players (non-hosts) would have to download the card images themselves [possibly through the client], but that's custom multiplayer games for ya.

QQuixotic
04-19-2014, 02:50 PM
NohbdyImportant said

I personally think that the custom cards could be implemented better. Being limited to having just 69 cards, and having all those cards shuffled into a big, central deck makes things like deck building games almost impossible, and certainly a chore. Might make a bit more sense to have a folder system, where you select folders and the game reads all the cards there, and then imports them into actual cards. Individual folders would separate into individual decks, And could theoretically support infinite cards. Which could in turn would allow each player to have their own personal deck, e.g. almost every trading card game in existence.

The other players (non-hosts) would have to download the card images themselves [possibly through the client], but that's custom multiplayer games for ya.

The current system is just temporary. No point in creating a large system that will probably be overhauled anyway when Workshop support comes out.
The 69 card limit can be 'bypassed' by simply spawning in multiple decks and combining them. Any cards added to the same pile will function as one deck.
Although yes, the current system is very cumbersome. I eagerly await it being fixed. *crosses fingers for tag searching for cards*

em
04-19-2014, 02:51 PM
NohbdyImportant said

I personally think that the custom cards could be implemented better. Being limited to having just 69 cards, and having all those cards shuffled into a big, central deck makes things like deck building games almost impossible, and certainly a chore.
You can spawn more than one custom deck, so you're not anymore limited there than you are with your folders idea. If each person is supposed to have a deck with 45 cards in it (just picked a random number) you can make a deck for each person, spawn deck A, move it, spawn deck B, move it, etc. Yes, it takes time to spawn each custom deck, but it is entirely doable. Custom decks even get saved with a save file, from what I understand. So if you play with the same people often, just spawn all the decks and save it as "Tuesday night game"(or whatever) and every time you're going to play with them you load that savefile.

FlippyColon3
04-19-2014, 11:39 PM
A fix to connecting to multiplayer games.

I keep on trying to join other peoples games, but I never connect. Same thing with people trying to join me.

Flotilla
04-19-2014, 11:45 PM
Since the game is lacking in music and revolves around custom content, it'd be pretty unique if the host (or other players, if the host allows) could upload custom music to the other clients, which would then play during the game once all clients have downloaded it.

It's a stretch, but it's something I think I'd love.

jay_rab
04-20-2014, 12:07 AM
Flotilla said

Since the game is lacking in music and revolves around custom content, it'd be pretty unique if the host (or other players, if the host allows) could upload custom music to the other clients, which would then play during the game once all clients have downloaded it.

It's a stretch, but it's something I think I'd love.

going off this idea since we already use urls just allow the host to set a url for a youtube video for it to play, doesnt even have to be in sync just the next time the song ends for the host they will just pick another one and at that time they would get back in sync with the user and not cause alot of lag

keedav
04-20-2014, 12:15 AM
Fantastic game, I can't wait to begin porting my favorite board games to this.

However, the camera controls are a bit awkward. What I like to see implemented is the following:

Camera pan by moving the mouse to screen edge (like in strategy games). This method of scrolling is very intuitive for players I think.
Make the camera panning plane always parallel with the table independent from the current camera rotation. When testing
I always had to adjust the camera height, making it difficult to pan the camera along the whole table surface.
Have an option to pin the camera to the place where a real player might sit a the table. It's a real immersion break, when you are able to rotate the camera around the table center. It feels like running around the table, or even rotating the table itself with ridiculous speed.

Also I definitely missing the ability to spawn in boards. You can just spawn in them like any other props, but when you place them, you can be able to freeze them in place, so players won't accidentally pick the board up. This freezing/unfreezing feature might be available only to the host or other players as well.

Bens_Dream
04-20-2014, 12:29 AM
I'd really like to be able to import more than one set of 70 cards at a time - Being able to set a single back image, then put multiple links with 70 cards each would be so time saving, I'd love it.

Finassar
04-20-2014, 02:58 AM
Bens_Dream said

I'd really like to be able to import more than one set of 70 cards at a time - Being able to set a single back image, then put multiple links with 70 cards each would be so time saving, I'd love it.

I'm sure you know this, but once you take the time to build the decks, of however many cards that may be. Click the menu button and save. This will allow you to quickly load all of the cards you made without needing to remake all of them again.

You can also take that save (under C:UsersyournameDocumentsmy gamesTabletop SimulatorSaves) and give that to your friends if they want to load it!

Charmelius
04-20-2014, 04:49 AM
PGN support for chees

FlippyColon3
04-20-2014, 05:38 AM
A friend and I were talking today, he said that pool/snooker tables would be a really cool addition to this game!

codacorolla
04-20-2014, 09:23 AM
Hi guys, I really like the game so far, and wanted to say "thank you" for making it.

I've been using this to prototype my own game, and there are few things which would be great to see in a new release:


Already been mentioned, but the custom deck building is sort of cumbersome at the moment. My cards are all a flat color, so it hasn't really interfered so far, but the template is rather clunky and difficult to work with. I'd also prefer to have the option to load local resources in addition to web resources. My ideal is something that allows for the creation of individual cards which can then be copy and pasted to fill out the rest of the deck.
Also been mentioned, but the hand system is sort of clunky at the moment. For solo prototyping it would be super useful to be able to have dummy positions where you can pretend that there's another player (maybe I'm missing how to do this?). I have multiple players drawing from their own decks, but currently only a single position on the table has hand functionality. As others have mentioned, making cards highlight on mouseover would be a great addition to the hand.
Things that are classified as "pieces" but also have a skinnable feature, like the game board. This would allow you to make custom mats with game information. Right now I have to have a laptop open with my character sheets, but somehow incorporating everything together would save me a lot of neck movement.
Possibly I'm missing this, but the ability to lock pieces into specific coordinates if you want. I was using Chinese checker pieces to represent enemies, and although I generally didn't have problems, it would be nice to lock them once their turn was over so that I didn't accidentally nudge one and send it rolling away (only happened once or twice, but sort of irksome when it did).
More pieces in general, with the ability to put floating text above a piece. So, the ability to call one Chinese checker "Goblin 1" and another "Goblin 2" to make book-keeping easier. In terms of other pieces I'd like to see, geometric primitives (maybe with a faux wood skin for aesthetics) in a huge variety of colors would be cool... maybe meeples, ships, buildings etc in many colors.
A giant white board that's exists in the virtual game-space instead of the little notepad over to the side. Going along with that, as others have suggested, pieces which can have text typed onto them, maybe serving as a character sheet or something along those lines.

So there's a lot of stuff that would be cool to see, but I'm incredibly satisfied so far. I'm happy I spent the money, since even with its faults, this is still ten times better than paper prototyping. Keep up the good work!

QQuixotic
04-20-2014, 10:37 AM
FlippyColon3 said
A fix to connecting to multiplayer games.
I keep on trying to join other peoples games, but I never connect. Same thing with people trying to join me.
Sounds like you need to port forwards. There should be a guide here on the forums for doing this!

NightCrest
04-20-2014, 11:17 AM
QQuixotic said

FlippyColon3 said
A fix to connecting to multiplayer games.
I keep on trying to join other peoples games, but I never connect. Same thing with people trying to join me.
Sounds like you need to port forwards. There should be a guide here on the forums for doing this!

A guide would be a little tough considering it's a different process for pretty much every router. This website has guides for pretty much every router type out there though: http://portforward.com/english/routers/port_forwarding/routerindex.htm

I suppose someone could make a general guide though.

Firgof
04-20-2014, 11:45 AM
I'd like to be able to specify card orientation in the custom deck settings and have that setting be used when I do the mouseover zoom on the card (so that it displays correctly, rather than assuming a vertical orientation and making me crane my neck to read cards/forcing me to use the FPS camera)

PurpleJello
04-20-2014, 11:49 AM
I would love to see a Character sheet implemented for RPG Kit. Specifically a Dungeons and Dragons 3.5 or 4th Edition character sheet. I know that is very specific, but that's what just about everybody who plays DnD uses.

PurpleJello
04-20-2014, 05:26 PM
I got another idea!

Give players/modders the ability to add their own pieces. Like their own tile sets and stuff. Along with that, make it so that they can spawn in that piece just like a regular piece.

P.S. Add a Tree and rock tile to the RPG kit http://www.berserk-games.com/wp-includes/images/smilies/icon_biggrin.gif

P.P.S. Add more save slots, my friend is nearing his 20 saves and he's just making maps for RPG. <I feel like this would be the biggest help.

Stargher
04-20-2014, 11:11 PM
I would love to be able to stretch the custom board to fill the entire table.

http://i.imgur.com/UOLPxPK.jpg

5000people
04-21-2014, 12:32 AM
Things i need to see: SAVES. You desperately need the ability to save a set up, so that you don't have to set the game up multiple times (see mahjong) And with this in mind, Tile pieces should be shuffleable while retaining their current positions, just so that you don't end up playing the same game of dominoes or mahjong multiple times. The saves feature would help SO MUCH when using custom games.

Custom tiles. This is more difficult but would be awesome to have, allow us to make a block of any smallish shape, and then possibly have that produce a template for which we can put the design on. This would allow for so many more games.

jay_rab
04-21-2014, 12:37 AM
5000people said

Things i need to see: SAVES. You desperately need the ability to save a set up, so that you don't have to set the game up multiple times (see mahjong) And with this in mind, Tile pieces should be shuffleable while retaining their current positions, just so that you don't end up playing the same game of dominoes or mahjong multiple times. The saves feature would help SO MUCH when using custom games.

This is currently in the game just make your setup, save the game and it will save your placement and custom content for you to use

PurpleJello

Give players/modders the ability to add their own pieces. Like their own tile sets and stuff. Along with that, make it so that they can spawn in that piece just like a regular piece.

This has been confirmed as far as we are going to be allowed to make our own pieces (models)

Karmond
04-21-2014, 12:47 AM
jay_rab said
This is currently in the game just make your setup, save the game and it will save your placement and custom content for you to useJay, we've been through this, it's not randomised.

sonatamartica
04-21-2014, 12:52 AM
Touchscreen support would be awesome. This game runs pretty well on my tablet but quite tricky to controll.

also the ability to save decks as decks, not as saved games.

and maybe the ability to import .obj files and textures for custom pieces. Imagine a chess set of anything you like http://www.berserk-games.com/wp-includes/images/smilies/icon_biggrin.gif

jay_rab
04-21-2014, 01:08 AM
Karmond said

jay_rab said
This is currently in the game just make your setup, save the game and it will save your placement and custom content for you to useJay, we've been through this, it's not randomised.

http://imgs.xkcd.com/comics/random_number.png

codacorolla
04-21-2014, 05:24 AM
Regarding randomization and board set-up: it would be cool to have spawn zones. You draw a little square on the table, specify what pieces you want to spawn there, and if you want them to spawn randomly or stacked in order, and then each time the table rezzes it does whatever you asked it to. That would handle the randomization problem.

I think people also mentioned bags. Maybe have a "bag" object where you can specify what's in it, and then players can click-interact with the bag to pull a single random object out - much like the way that Go piece bowls work right now.

adthelad
04-21-2014, 06:17 AM
It would be nice to have a little indicator for when players are typing. For example a speech bubble on the respective players hand cursor.

jay_rab
04-21-2014, 07:31 AM
adthelad said

It would be nice to have a little indicator for when players are typing. For example a speech bubble on the respective players hand cursor.

yeah, just how it is when you are typing in the notepad, I actually think its rather useless to have the indicator for the notepad as the players see the changes as its happening but no sign for chat.

Also it would be nice to have a setting to mute the mic in game, even if you put it on the lowest setting they can still hear you.

idolminds
04-21-2014, 07:48 AM
I quickly looked through the thread so apologies if this has already been suggested (or is already in the game and I just didn't see it). A nice thing to add would be a "grab bag" item. There are games where you will have a bag of stones, or chips, or dice where you have to pull out a random selection. So if we had a grab bag object, you could drag other objects onto it to place them inside. Then when you pull an item out it will be a random one from the containers contents. It would also be handy to have some indication when it is empty, but maybe not tell you exactly how many things are left inside.

Bens_Dream
04-21-2014, 10:14 AM
Finassar said

Bens_Dream said

I'd really like to be able to import more than one set of 70 cards at a time - Being able to set a single back image, then put multiple links with 70 cards each would be so time saving, I'd love it.

I'm sure you know this, but once you take the time to build the decks, of however many cards that may be. Click the menu button and save. This will allow you to quickly load all of the cards you made without needing to remake all of them again.

You can also take that save (under C:UsersyournameDocumentsmy gamesTabletop SimulatorSaves) and give that to your friends if they want to load it!
Thanks - Yup, I knew that, though sometimes I import over 1,000 cards (i.e. When I created the Cards Against Humanity save), so it'd be nice to import multiple decks at once.

zeusgodofthor
04-21-2014, 11:47 AM
I would love a DnD character sheet that you can write on, or really any paper size object that you can add/remove/edit text on.

Chris Goodwin
04-21-2014, 11:59 AM
I have read through the whole thread and didn't see this mentioned, so I thought I would chime in.

I think the game needs some sort of catapult or launcher for flinging bits around. I initially thought it would just be for balls, but I think it would be fun to be able to shoot dice, bears, etc. They'd have to be limited to being spawned by the host, because otherwise they'd make a great griefing tool.

Oh, and the option to launch a piece that's already on the table. You could also use the launcher to represent a pool cue, minigolf club, etc. I'm envisioning a first person view with crosshairs and some kind of simple HUD to choose rotation, angle up or down, and power.

NightCrest
04-21-2014, 12:38 PM
I'd like to be able to lock the public notepad so only the host can write in it. That way I can put stuff like game rules or track player's scores in it without worrying about other players messing with it.

zircher
04-21-2014, 06:02 PM
Would like to see stackable hex tiles to compliment the RPG stuff (and it would be usable for other games.) For example, large hex terrain or Heroscape terrain.

Willobe
04-21-2014, 09:02 PM
Loving the game. building and prototyping my own game in it atm. so far i see a few ideas id like to suggest. Im sure some if not all have been said before but here is my list so far.

Large Table with Grid on it for strategic type games, could have a couple style of grids (square, hex etc)

Be able to have Rectangle boards.
Have multi boards be imported and moved around on table. then you can make place mats for games or even large rule sheet.

Scalable size tables.
Scalable pawns so you can make the cyclopes fit on a 1x1 if you wanted.

Allow pieces to be Locked down so you can build a 3d dungeon and not knock everything over when you spaz out with a pawn. Also be able to lock your pawn down so someone else doesnt move it by accident.

Be able to chose your location on the table, Choose your color of your name.

Have more tokens, counters, etc, Wide range of colors and sizes. Flat ones as well so you can stack a pawn on top of a token.

Different shape cards. Square, round, triangle, etc. You can make so many more games with different shapes.

NightCrest
04-21-2014, 11:20 PM
Willobe said

Allow pieces to be Locked down so you can build a 3d dungeon and not knock everything over when you spaz out with a pawn. Also be able to lock your pawn down so someone else doesnt move it by accident.

Be able to chose your location on the table, Choose your color of your name.


That first one is possible with the dungeon tiles at least. There should be a button that says "Freeze Tileset" which will lock all the tiles in place. Currently this is a global thing though and it isn't possible to lock tiles individually.

The second one is currently possible for all players except the host.

Mark
04-21-2014, 11:51 PM
Pens, pencils, rubbers and custom paper that work with physics. To be able to have a sheet of paper with the rules on it that you can hover over with the Alt key would be great.

Touchpad support for these things (I don't have a touchpad but this is for people who do) would be nice too, but I'm unsure how this would work without jerky hand movements in-game.

MattDamonUniverse
04-22-2014, 12:16 AM
I personally would like to see an easier to use server browser. Maybe just make it so that you could sort by whether or not a server was locked or by the name of the creator?

jay_rab
04-22-2014, 01:04 AM
Matt said

I personally would like to see an easier to use server browser. Maybe just make it so that you could sort by whether or not a server was locked or by the name of the creator?

I am pretty sure this is being talked about, as when we are having 50+ servers online its not the easiest thing to look through.

JDavis
04-22-2014, 02:17 PM
I'm sure others have requested things like character sheets, scorecards, etc. (both public and private), and I'm going to voice my support for such a thing, but in the meantime a resizable notepad window would be really nice.

I was trying to play Clue after finding a board and cards someone had made, only to run into the issue of the Detective Notepad sheets where you keep track of who/where/what isn't the suspect/room/weapon. We settled on using the private notepads, but it was a little awkward since you could only see part of the information at once and had to scroll up/down.

Secondly, I know I saw a suggestion earlier in the thread to be able to resize custom boards, but I'd also like to suggest being able to lock the size of a custom board. The Clue board in question would load in larger than the default custom board size... which might be fine but if we hit the back button to undo a mistake, the board would load back in and any pieces near the edge would be thrown off.
(Edit: This was apparently because of the table size, which is the only thing currently effecting board size. Maybe the bigger current issue is just making it so the game doesn't regenerate the board every time you go back)

Xevvik
04-22-2014, 03:38 PM
The ability to zoom any where on the table, instead of just on the center.

JDavis
04-22-2014, 03:57 PM
Xevvik said

The ability to zoom any where on the table, instead of just on the center.

If you middle click somewhere, it'll focus your view there. Middle click again to revert to the center.

Bannock
04-22-2014, 07:03 PM
Not sure if it's currently possible and I've failed to figure it out, but if it's not in yet I'd love to be able to add transparency to cards for games like Gloom.

idolminds
04-23-2014, 04:28 AM
While working on some custom decks yesterday I thought of something that would be really useful: a custom content cache.

I figure custom content handling will change a bit once the full modding support is added in, so this idea might not be useful in the future. Anyway, my idea was for a local database and cache to be saved to your machine. Currently you type in the URL for the back of the cards, the front of the cards, and how many cards are in the deck. Unless you create a save file then you have to type that all again whenever you want to load that deck. Save files help but not so much when you want to spawn the deck onto a table with a game already in progress. The game has to go out and download those files again if I am not already pointing to a local file (which doesn't help in multiplayer), which seems needless and problematic when links expire or are removed.

Now with a database and cache we can make this a bit easier. I'm not a database writer so take all this as just a basic demonstration. Imagine when you add in a custom deck this is written to a database:


name = "My Custom Deck"
frontURL = "www.ishouldhaveusedashorterurl.com/cardfront.jpg"
frontcache = "C:TabletopSimulatorMy Custom Deckcardfront.jpg"
backURL = "www.ishouldhaveusedashorterurl.com/cardback.jpg"
backcache = "C:TabletopSimulatorMy Custom Deckcardback.jpg"
cards = "52"


So a few nice things come from this. First, when the URL is requested it will first check if it has been cached before and use the local copy instead of redownloading. You can of course have a button or checkbox to force it to reload from the URL in case the file was updated. If the URL is broken then it could warn you and then continue using the cache copy. The other nice thing is the name field, which could then go under the spawn custom deck menu. When you want to spawn a certain deck you can simply enter its name (or choose it from a list of names) instead of typing in the URLs manually. It would be a lot more convenient than using save files.

jegan22280
04-23-2014, 04:56 AM
Modular board support (for games like ZOMBIES!!!, Forbidden Island, Descent, Space hulk, Dungeon Twister etc). Also dungeon furniture (tables, chairs, barrels, chests). The ability to create custom markers (needed for pretty much any game from FFG).

I was also thinking about the idea of custom minis. The whole idea seems impractical, but what I suppose what you could do Is put a designer into the program much like the designer used in most RPG-style games to customise the look of a starting character.

madmon121
04-23-2014, 05:19 AM
I would like to see theses games
*Pool
*Roulette
*Craps
*Cribbage
*Darts
also would like to see support for the people who would like to import their own models to go with their custom boardgames.
*Dice cups would be cool (if possible)
*background music (if possible)
*support for any size photo to fit custom boardgames like rectangle and circle board games(not all board games are square http://www.berserk-games.com/wp-includes/images/smilies/icon_wink.gif )

FoggySlapjacks
04-23-2014, 09:05 AM
There's nothing worse than being a host in the middle of a heated game and then having to go, so I think that there should be some way to hand off your host status to someone else in the room.

teck923
04-24-2014, 02:27 AM
jay_rab said

Flotilla said

Since the game is lacking in music and revolves around custom content, it'd be pretty unique if the host (or other players, if the host allows) could upload custom music to the other clients, which would then play during the game once all clients have downloaded it.

It's a stretch, but it's something I think I'd love.

going off this idea since we already use urls just allow the host to set a url for a youtube video for it to play, doesnt even have to be in sync just the next time the song ends for the host they will just pick another one and at that time they would get back in sync with the user and not cause alot of lag


I need to add more to this, if anyone has ever played GMOD's theater mode imagine that but in the background of whatever game we are playing. For example Bob is taking FOREVER to take his turn, while he's doing that me and other players are watching something in the background. This shouldn't be too hard with an embedded link and a screen to project the display to all players.

AutoDMC
04-24-2014, 04:26 AM
I would kill for a Dice Boot: https://www.funagain.com/control/product?product_id=015997 It's what I use on my "Real Life" tables, and it helps when playing RPGs to keep dice from flying all over the room. Not that there's anything wrong with having dice flying all over the room, but keeping the dice local can help speed up gameplay. Not to mention the horrifying clanking sound of 20 d6 dropping into a boot will grasp the attention of any player at a table.

A trash bin would be nice, off the side of the table of the table host. While removing pieces isn't hard, we might as well make it intuitive. Once I don't need a die or a token, I just drop it into the trash bin. I know I can hold+delete, but I like the semantic meaning of "throwing something away".

Billboard Tokens. I'm speaking of the graphical engine "Billboard," a texture which always faces the camera. Something akin to this in the real world: http://www.litko.net/products/Paper-Figure-Counter-Stands.html#.U1kgZeZdXR0 . The ability to import new 3D models will be nice, but it's much easier to just grab (or create) a 2D image. On my real table, I can print it out and put it in one of those stands, and suddenly I've got a token. Ingame, this would be a blank token in a group of sizes (1 square, 2 square, 3 square, etc) that allows you to point to an image URL. This would then display the image within the token frame. I would like to see it as a billboard, so from every person's camera angles they can see the token, but it's also an option to have it exactly like the paper version: two images, front and back, that you then rotate like any other token on the board. This would revolutionize my ability to use this for gaming.

D&D 4th edition dungeon tiles. It may be possible to emulate this with the card engine, which I haven't tried yet; while the dungeon pieces are nice, they're rather limiting in atmosphere. I'd like to have a group of dungeon tile cards that I lay down as the players explore the map describing individual rooms and whatnot. This would be way more flexible than the "custom board image". For those who haven't played 4th edition with dungeon tiles, think "Settlers of Catan"s central map, except with 1-200 various bits which may or may not be brought onto the field. Something in between custom boards and cards would be nice; a blank card that I place then point to an image, instead of having to juggle a menu ingame.

The ability to place an object which is invisible.

Chromium Paper. Suggestions for character sheets and rule books can be easily solved with "Chromium Paper." Chromium has a decent integration API that renders web content to a texture. This would be so incredibly useful. Instead of having to build in character sheet functionality, I can spawn a Chromium Paper that points to a Google Doc, or a web app that handles character sheets. Instead of having to implement books, I can span a Chromium Paper that points to the rule book online. I could have a big Chromium Paper to use as the gameboard, which points to a SVG document with some javascript that constantly updates the graphic based on commands I may send outside the game. I could spawn a Chromium Paper which plays a YouTube video and hand it to somebody to watch. This would support so many use cases. Perhaps have a double click zoom the camera toward the Chromium Paper which would then allow you to scroll, drag, interact with forms, etc. Double clicking on the table outside the paper would go back to free form camera mode, where you can drag, stack, and toss the paper.

A dark environment. All the table backgrounds are well lit and bright. Something more "Dungeon" would be cool. Tie a dark environment with the ability to place "light sources" on the table (lamps, torches, whatever) could make for a very engrossing experience.

One anti-feature, though. I've been reading a lot of suggestions on the forums, and there are a lot of suggestions for things that outside programs can do just fine. A screenshot tool can be done with Steam, or Windows. Video recording can be done with FRAPS. Video chat can be done with Skype or Hangouts. While I understand the desire to stay 'within universe' when playing the game, the simple fact is that many of these features already exist, are easily reachable from the game client or another program, would unnecessarily bloat the program, and not to disparage the development chops of the dev team, are already done more efficiently through another method. I'd rather the dev team focus on the core of TTS: putting objects on a table, moving objects around the table, taking objects off the table, making more objects. That's the killer app of TTS. Anything which is not related to objects and tables should be sidebar'd or avoided. I want a kick-ass tabletop simulator, not an entire-game-universe simulator.

5000people
04-24-2014, 04:38 AM
The one feature i want more than anything is the removal of the hand (or just make if behind the card) when you're Alt-ing over a card, it often obstructs text and makes it harder to read.

QQuixotic
04-24-2014, 06:32 AM
AutoDMC said
One anti-feature, though. I've been reading a lot of suggestions on the forums, and there are a lot of suggestions for things that outside programs can do just fine. A screenshot tool can be done with Steam, or Windows. Video recording can be done with FRAPS. Video chat can be done with Skype or Hangouts. While I understand the desire to stay 'within universe' when playing the game, the simple fact is that many of these features already exist, are easily reachable from the game client or another program, would unnecessarily bloat the program, and not to disparage the development chops of the dev team, are already done more efficiently through another method. I'd rather the dev team focus on the core of TTS: putting objects on a table, moving objects around the table, taking objects off the table, making more objects. That's the killer app of TTS. Anything which is not related to objects and tables should be sidebar'd or avoided. I want a kick-ass tabletop simulator, not an entire-game-universe simulator.

I, too, agree with this. The only worthwhile 'recording' mode would be one that records and replays pretty much the same as rewinding and fastforwarding does.
Any other 'anti-features' you recommend?

matthias_wlkp
04-24-2014, 04:26 PM
I'm running a small forum with a bunch of online-boardgamers. We are making mods, or rather "game boxes" for another platform (2D only). This one looks very promising, however I see few big issues, that would prevent "migrating" some of our favorite titles:

1. It's possible only to rotate objects by 45°. Some board games use dials with multiple steps - that would be really necessary and I don't think it would be hard to implement. It would be great to rotate the dice as well. (as much as I hate dials IRL, on the screen they seem to work way better than markers)
2. Picture-in-picture view of players hand - if I'm roaming around the board I want to access my hand easily. It's especially important with detailed boards. It's also hard to read some cards when not looking at the board at an angle.
3. I guess now it's not possible to make anything more than card games, but it would be very important to build decks with non-rectangular shapes of cards
4. Modular board support.
5. Flipping the whole deck and the cards as well, so the last card becomes first, but it's face down.
6. Ability to draw a card from the middle of the deck without shuffling.
7. Double-click support.

Basically, I would really ask the creators of this platform to play some of the games like Claustrophobia, Letters from Whitechapel, Battlestar Galactica, Chaos in the Old World to see, what is missing to recreate similar games. As some people before mentioned - we don't need functionality that is covered by other programs. We need a very flexible environment.

The tool we are using right now allows us to build modules for all aforementioned games easily or with a little inconvenience, mostly due to inability to use dice as markers.

TS seems very promising anyway and I hope I can use it in the future http://www.berserk-games.com/wp-includes/images/smilies/icon_smile.gif

ninjakitten9
04-24-2014, 06:36 PM
It would be cool if the room admin could slap another players hand when they're being naughty(ie throwing pawns ect!). Maybe the slap would send the persons hand to a corner with a 5 sec time out or something lol.

Also an easy way to keep track of life / resource totals (maybe a life counter) for rpg's would be great!!

This game is great so far! Worth every penny!!

davidbod
04-25-2014, 06:48 AM
I'd like to see:

- Ability to 'scale' objects to be larger or smaller.
- More different colour options for the building blocks, in particular the cubes which are vital. Another useful piece is a small cylinder, often used as a scoring track piece.
- Different colour backed card decks.
- Custom dice (like custom decks). You'd supply the six faces of the die as a 3x2 graphics file?
- Timer (digital or sand timer?)
- Scoreboard

grc
04-25-2014, 10:47 AM
wishlist for now:
-Scale the custom board larger on the table.
-Specify allowed colors and seat them in specific positions at the table.
-More automated deck building(I had 14 card images, each repeated 4 times, putting 56 into the template took time and could be automated)
-in the same thought, it would be nice to set the aspect ratio of each card, but not a huge deal.
-Save board layouts in an easy way to share with other users. (starting positions on a custom board that I could send, rather than inviting to a game and asking them to save, so they could go off and play with other people easily)
>>>>>>-Have a way to remove pieces (EDIT: I found it, pick up plus delete key, duh on my part)
-Whiteboard so that people could draw on the tabletop.

All in all amazing game. I had previously built this board game with another program and it took me some time and programming. I pulled this together in a single night to a playable state. Effortless.http://www.berserk-games.com/wp-content/sp-resources/forum-smileys/sf-laugh.gif

Mark
04-25-2014, 10:54 AM
The Raise Key "R" should be linked with the mouse wheel so we are not limited to how high we can build things.

QQuixotic
04-25-2014, 12:45 PM
grc said
-Save board layouts in an easy way to share with other users. (starting positions on a custom board that I could send, rather than inviting to a game and asking them to save, so they could go off and play with other people easily)

This can be achieved. You can give others your actual save-file by saving then going to your 'My Documents' folder, then "My Games" -> "Tabletop Simulator"->"Saves" you can give them the save file from that saved session. It's how our custom content forum and nexus currently work.

Crispy
04-25-2014, 01:29 PM
Here's my wish list:
Custom Content

3D model importing/recoloring/reskinning (coming soon?).
arbitrary board shapes/sizes with lock to table (hopefully just a byproduct of 3D model import).
two-sided cards (e.g. use a second 7x10 template for the corresponding card backs).
meta-data for objects: name, class, tag(s), ordinality, locked (see Grouping below).
local image/model assets e.g. use file:// with a relative path (relative to the save game). Maybe this is already possible?
save game converter to/from plain text (so we can e.g. edit asset paths).

User Interface

lock camera panning/translation to be in the same plane as the tabletop and have separate keys for up/down.
Larger tabletops!
in-game PDF viewer (for rules, etc).
Allow everyone to choose their colors and seats (including admin).

Grouping
I'd love the ability to create and save/load groups of objects and do things with them in order to better handle
games with a lot of complicated assets.
A group should save the positions and orientations of each member (relative to say the center of the group).
A deck of cards could be a special case of a group.

I don't think the 3D interface for this needs to get too fancy. Maybe a "Group Edit" mode with a dialog and a colored wireframe cube to indicate
group members and some kind of Shift-click to add/remove selected members.

Things I'd like to do with a group:

move, place and lock the group as a unit.
Save & load groups as self-contained module-like entities.
Name them, select them from a list of groups.
Browse and search a group for member names, tags, skins, etc.
Sort a group of objects of the same class by their ordinality (i.e. sort their meta-data and skins, but not positions).
Shuffle a group of objects of the same class (candidate for a keyboard shortcut).
Import/export groups in a text-file (CSV?) format so we can use scripts or spreadsheets to generate large decks, etc.

CrunchyFrog
04-25-2014, 02:09 PM
You know what would be neat is in addition to the already implemented player "locations" on the board via displaying the player name, have some way to also display their steam avatar/uploaded photo of choice in game. Whether it's by simply fitting the avatar into that same name space, or having a floating picture just behind it and above the board, it's always nice to have a face to put a name to and make that crowd around a table more authentic. Though also a llow a client based toggle for those who like the background more.

Hell while I'm at it more backgrounds and/or the ability to upload custom ones.

Also also animations for objects other than the RPG figurines. Specifically an opening/closing animation for the chest, an explosion animation for the barrel

Also also customizable dice. Just create a default template and import an image much like with deck/board importing. Opens up a number of other dice games which operate on non-standard rolls, colors, objects, letters, etc.

AndrewM16921
04-25-2014, 04:23 PM
Dunno if this has been suggested before (too lazy to read everything), but I really think there should be a key you can press to sort of "flick" the top card of a held deck forward. This would make dealing an individual much easier. And/Or a button to deal to a single player, rather than deal one card to all players.

Oh, and maybe larger tables for games that require more space.

Renegade
04-26-2014, 09:47 AM
What I think would be interesting is when selecting backgrounds,you could have an option ''Random background'' which would just throw you somewhere using Google maps.Playing chess on the streets of Hong kong or some relaxing poker on the beach.

Djemps
04-26-2014, 10:32 AM
Renegade said

What I think would be interesting is when selecting backgrounds,you could have an option ''Random background'' which would just throw you somewhere using Google maps.Playing chess on the streets of Hong kong or some relaxing poker on the beach.

The backgrounds also represent different light settings.

AndrewM16921
04-27-2014, 08:17 AM
Djemps said

Renegade said

What I think would be interesting is when selecting backgrounds,you could have an option ''Random background'' which would just throw you somewhere using Google maps.Playing chess on the streets of Hong kong or some relaxing poker on the beach.

The backgrounds also represent different light settings.

Could use the average localized vibrancy of the image to determine the light settings. Though, honestly that would probably just be a big pain to implement for such a minor feature.

wgoff194
04-28-2014, 06:31 PM
I know its been said but lock zones like the checkers pieces but definable by host (and can save), and can include decks.

I would also like a quick key for turning over cards in hand. Like z (or whatever) turn all cards in hand face down or up.

Cheesesteak
04-29-2014, 05:20 PM
Hello, I'm loving this game so far! I bought a 4 pack for my friends, and I already convinced a few people to buy it themselves! While playing the game, my friends and I decided to collect our thoughts and maybe try to suggest them. We believe that some of these changes would go a long way towards making Tabletop Simulator an even richer experience.


I think that while pressing "alt," we should have the ability to rotate the zoomed in images of cards or dice. https://dl.dropboxusercontent.com/u/7333627/ShareX/2014-04/27T22-20-13.png
It can be obnoxious trying to read these sideways. Being able to rotate them would make it much easier to deal with.

It would be convenient for there to be a deck rename option. Once a deck is created, we should be able to assign custom names to them. This way, even if cards get mixed up in normal play into new decks, we could press the reset deck buttons to automatically reset them to their original states. (Suppose you had a red deck, and a blue deck. You had both red and blue cards in one pile during play, and you want to clean it up. Pressing the "red deck" button sorts all the red cards from the blue cards automatically.)
Having the option to import a more complex card rear texture would add flexibility for custom decks. The face template has numbers 1 through 69, so having the same template for rear decks, with each slot corresponding to its own side, would give a lot of power to deck makers.
This has probably been suggested before, but a limitless table/infinite table option would be ideal for RPGs.
The ability to take a simple coin prop, like the ones in piecepack or maybe even a poker chip, and allowing us to assign our own textures in the same way we texture cards would be a handy way of creating all sorts of objects that can be used in game. We could import a texture of a gun onto the coin and have it represent a weapon in game, or have a picture of a character's face so that we can be whatever character we want to be. This would be a convenient way to add immersion and at-a-glance information without requiring modeling skills. We could use our imaginations and use other pieces as stand-ins, as always, but this would take custom game making to the next level.
Save games being handled by a simple file browser, rather than a finite list, would be ideal for adding in as many saves and games as we wish.
I would like the ability to let other players be admin, so that they can have the ability to deal cards, spawn objects, and all that good stuff. Would be nice if, for example, we were playing a card game and we wanted for somebody else to be dealer.
There is a built in turn system, but there should be a button somewhere that allows for the turn order to be reversed, or the ability to drag and drop names in the list to adjust the turn order in accordance with a dice roll.
Piecepack is obnoxious to use because we can't align any of it to a grid like we can with RPG maker tilesets. It makes custom game creation much more difficult than it needs to be.

Once again, thank you for making one of the best games I've played all year! I'm sorry if any of my suggestions were repeated elsewhere. I've already got my money's worth out of this game, and the thought that even more features are coming excites me! Keep up the good work, and I hope these suggestions help!

Meoco55
04-29-2014, 07:23 PM
First off, let me say that I LOVE this game so far! Now to my wish list:

-Jigsaw puzzles, because why not?
-tiles that snap to each other, rather than to an ambiguous grid on the table
-The ability to give decks names, and data (like a popup menu that lets you select 'draw 1,2,3,4 cards,' or having certain card numbers contain logic for auto dealing cards from the deck)
-the ability to create snap areas on the board itself, for things like decks to snap to when placed
-more STUFF. To me, the more you can cram into this thing, the better. http://www.berserk-games.com/wp-includes/images/smilies/icon_razz.gif

cheesestick
04-30-2014, 05:58 PM
This is a list compiled from a lot of the things I've seen on the steam forums.

Object Options

Give host the option to let others spawn objects
Copy/paste selection of objects feature
Ability to click on one piece and then click on another and have them swap
Ability to freeze/lock pieces, so you don't knock them over accidentally
Option to redefine spawn zone

Card Features

Have option for cards to lock/snap to each other when you place it neaby
Option to cut card decks (cut the deck in half with a shortcut key)
Option for cards to be drawn with random orientation
Keyboard shortcut to shuffle a card you're holding randomly into deck and a shortcut to put it at the bottom of the deck
Being able to look through a deck for a specific card/ perhaps you press a button over the deck and it expands out in a grid all the cards in the deck (akin to holding alt over a card) and you can then select the cards you want to pull out from it)
Ability to change where the "hand-hide" position for cards to a different spot on the table

Customize Options

Option for smaller table/ larger tables
Multiple custom boards on table
Custom backgrounds (maybe along with google maps streetview)
Multiple colors for same type of die
Custom light sources where the radius of the glow can be controlled by a player
Custom die faces

Basic Game Add-ons

Built-in blue bicycle cards
Dice cup

Game/Control Options

Rulebook feature so rules can be included with games
Option to make parts of the table only visible to certain player(s)
More options/support for turn order
Radio that you can place on the table and play music for the server
Option to move camera by bumping the edges of the screen
Timer/stopwatch
Tool that allows you to 'flick' pieces at a specific angle/power.
Object or table that could act like a whiteboard and be drawn on.

QQuixotic
04-30-2014, 06:34 PM
cheesestick said

Being able to look through a deck for a specific card/ perhaps you press a button over the deck and it expands out in a grid all the cards in the deck (akin to holding alt over a card) and you can then select the cards you want to pull out from it)

I like several of your requests, but I wanted to comment specifically on this one. I've been wondering how an option like this would best work. I've come up with a few key things.
When a user holds ALT over a deck for a second, several cards are lifted up like 'hands' currently work. Other users see that someone is going trough the deck, but they only see the mystery card of the cards. If they chose to go into ALT mode as well, their deck use does not effect the deck use of another user. Searching the deck hovers your hand directly over the deck, possibly with some animation or alternate icon, so users know who is looking at it when.
Users may pull cards out of the deck just as they would a hand, and can likewise grab multiple cards (which will stay hidden, like grabbing cards in a hand) and manipulate them. While only a certain number of cards will be shown in this 'hand' (let's assume 20. We can't go loading entire decks and displaying them- that's GPU suicide), hovering your mouse over the edge of the deck of cards 'hand' will cause it to scroll through. This scrolling is independent per user.
If a user grabs the full deck, all users are kicked out of 'deck view' mode, but retain whatever cards they were holding. This is good for stopping users from actively trolling or cheating.
Decks should NOT be shuffled after looking through them, and decks should be able to be rearranged like this. If a user wants the deck shuffled, they'll have to shuffle it manually afterwards.
Because of how the camera in TTS works, peripherals are often cut entirely. As such, with good timing and guessing, this will leave cheating fairly easy in 1v1 games. I don't know how to address this problem reasonably.

Maurdekye
04-30-2014, 08:44 PM
I'd like catapults, or cannons, or ballistae, or any kind of thing that shoots stuff. With such a nice physics system in place, it'd be a shame if we didn't use it to its full potential, right? Also, more building blocks would be great (for building targets to shoot at with said physics propellers), as well as some "active" pieces, like a fan, or a piece that jumps or rolls like a car, something that spins maybe. Hell, If I could recreate Mousetrap, I'd be a happy man for sure.

Edit: It would also be nice if pieces retained their size from being scaled up and down when you gathered them into your 'hand', or when you stacked large cards on a small deck. It would be awesome if they just kind of stuck out the side. To go along with this, maybe adding a reset-scale button would be nice, in case the pieces' sizes get out of hand.

Also it would be cool if we could cut decks. And combine face-up and face-down cards (and different types of cards) in the same stack. Any maybe a button to fan out decks would be cool as well.
Also, you should re-implement shuffling to work more realistically; it would cut the deck, and then pair the cards up together with each shuffle; this would allow you to determine how shuffled a deck should be, as well as easily count cards, making it even MORE realistic.

wgoff194
05-01-2014, 04:37 AM
Maurdekye said
...
Also, you should re-implement shuffling to work more realistically; it would cut the deck, and then pair the cards up together with each shuffle; this would allow you to determine how shuffled a deck should be, as well as easily count cards, making it even MORE realistic.

I rather not see this... Not that's its a bad idea but knowing nothing from a shuffle makes the randomness of a card pull more fun.

wgoff194
05-01-2014, 04:47 AM
If making things like lock zones is hard for the game in its current state then making a separate program to set up games may be an option or a separate section in the main menu for this.

Creating a game would encompass Creating zones, set up pieces and rules (what players can do during game i.e. spawn, shuffle, pick up full deck, see areas of board) for the game. Then save as a base state for games, making them sharable. I know the current save feature does some of this but this would allow for more control of base game rules as gm/host see fit. That being said the save system may need to revamped to accomidate a system to separate base game saves from mid game saves or a denotion system to show which are which. A save system with an unlimited space is necessary whatever the case.

Mark
05-01-2014, 07:36 AM
http://www.animateit.net/data/media/august2009/Bottle_spins_2.gif

This. ^

Maurdekye
05-01-2014, 09:08 AM
I would like to have actual, modeled rooms to play games in. I know that it would be resource intensive to render out and calculate the collisions for, but it would really add to the immersion. I would love to be able to flip a table over and see all the pieces clink against the floor as they hit the ground.

Firedud
05-01-2014, 11:00 AM
Personally, while it may have the handle-ability of something comparative to MS Paint, but what about something like Pictionary? Or simply the ability to have a blank board that you can write/draw on.

PurpleJello
05-01-2014, 11:28 AM
I would love it if you could hover over a piece and delete it without picking it up. Trying building a huge dungeon and picking up a single piece or more without it touching anything else.... I dare you....

Also, hover over a piece and change it to a different piece. Ex: change floor to wall or corner. or wall to floor or door (when added). Would give the ability for secret rooms etc...

ninjakitten9
05-01-2014, 12:24 PM
Firedud said

Personally, while it may have the handle-ability of something comparative to MS Paint, but what about something like Pictionary? Or simply the ability to have a blank board that you can write/draw on.

+1

Djemps
05-01-2014, 04:46 PM
PurpleJello said

I would love it if you could hover over a piece and delete it without picking it up. Trying building a huge dungeon and picking up a single piece or more without it touching anything else.... I dare you....


You can hold Tap before grabbing the object. It will stay in place. Keep holding Tap and then delete it.

TTS has a good set of core commands. Plenty can be done with the existing actions. Keep adding more stuff and we will eventually run out of buttons on the keyboard! http://www.berserk-games.com/wp-includes/images/smilies/icon_wink.gif

Maurdekye
05-01-2014, 05:53 PM
Djemps said

You can hold Tap before grabbing the object. It will stay in place. Keep holding Tap and then delete it.

Yeah, but that presses the object against the ground, making it even harder to move than before and causing it to obstruct and push away other pieces. It would be much better if we had a method of just dragging a piece lightly across the ground without lifting it.

Knil
05-01-2014, 07:42 PM
One of the biggest challenges is trying figure out how to keybind everything...

QQuixotic
05-01-2014, 09:27 PM
Knil said

One of the biggest challenges is trying figure out how to keybind everything...

Currently I really enjoy your ALT modifier system. Turn is Q and E, but turning a different way is ALT+Q and ALT+E. It makes sense.
Speaking of which, does the Unity rebinding allow for us to define our own two-button commands like that?

Maurdekye
05-02-2014, 02:14 AM
Maybe you could hold crtl+scroll to raise/lower objects with more detail.

Chris_Walker
05-02-2014, 03:58 AM
Knil said

One of the biggest challenges is trying figure out how to keybind everything...

I can fully understand this. Still, since TTS allows users to re-map their keyboard to their own custom layout, there really are nearly endless possibilities here. Seems like there are a lot more motion gestures and long-press combinations that wouldn't necessarily have to be the default setting but by simply being possible (via custom keyboard re-mapping) players could experiment on their own and give feedback as to what works the best.

This thread is full of great suggestions, not all of them are for everyone or every situation so perhaps they could exsist as a possibility and let the users decide which ones to implement into their keyboard layout. http://www.berserk-games.com/wp-includes/images/smilies/icon_smile.gif

DjKitKat
05-03-2014, 12:59 PM
I'd like for the host to be able to change color or seats.
It's easier for me to correspond to a game piece color that way, or sit in the right place (like the dealer slot in the poker table).

Everytime we play clue I have to stick to Ms White so I dont confuse people.
No one wants to play as Ms White.

suppertime
05-03-2014, 05:30 PM
Ok, what I need is for a loot bag to allow for randomization internally (ie you shake it and then the contents are shuffled) so you can put in a green d6 then a black d6 and randomize what comes out.

Also, will custom d6s be coming soon?

QQuixotic
05-03-2014, 06:30 PM
suppertime said

Ok, what I need is for a loot bag to allow for randomization internally (ie you shake it and then the contents are shuffled) so you can put in a green d6 then a black d6 and randomize what comes out.

Also, will custom d6s be coming soon?

Shaking a loot bag to randomize contents is a current feature.

Eccid
05-05-2014, 11:49 AM
Hello! I hope my ideas haven't been posted before, but I was playing last night and had a few suggestions.
Hands:
A hand counter would be nice, so you can see your current amount of cards. As well, it would be nice for the host to set a hand limit, so you can't have more than x cards in your hand.

Turns:
I assume the turn system is early and liable to change, but I had some suggestions anyway. The ability to reverse turns would be nice, as well as set a custom turn structure. Some games have different rules for turns changing, and sometimes turns may not go clockwise. Normally, we just don't use the turns option, but it makes it easier for games like uno, for the ability to reverse turns and such.

Misc:
Resizable tables, resizable custom table images, and maybe the ability to make different shaped cards would be nice. Also, I made a cribbage board, and used resized player pawns for the pegs, and it's impossible to see the shadow to place them; I think making the hand transparent when picking up a piece or a card could be useful.

sabatadarkness
05-05-2014, 08:39 PM
I bought Tabletop Simulator in order to enhance my internet experience with Tabletop RPG's. Unfortunately, I'm seeing a disturbing lack of humanoids. I've been able to circumvent this issue using player pawns for now, but it's still a problem I think needs fixed.

Chris_Walker
05-06-2014, 02:53 AM
sabatadarkness said

I bought Tabletop Simulator in order to enhance my internet experience with Tabletop RPG's. Unfortunately, I'm seeing a disturbing lack of humanoids. I've been able to circumvent this issue using player pawns for now, but it's still a problem I think needs fixed.

True, fortunately, in the figurine section (non-RPG) there are some unpainted & un-animated figurines that might tide you over till they implement user created custom 3D object importation.

QQuixotic
05-06-2014, 03:49 AM
sabatadarkness said

I bought Tabletop Simulator in order to enhance my internet experience with Tabletop RPG's. Unfortunately, I'm seeing a disturbing lack of humanoids. I've been able to circumvent this issue using player pawns for now, but it's still a problem I think needs fixed.

Don't worry, custom cutout figurines should be on their way soon, too.

Nominative99
05-07-2014, 04:31 AM
I think this would be the best thread to ask this. Would it be possible to add in hardpoints to models? For attaching and detaching sections of a model piece? I'd like to re-create a "Constructible Strategy Game" which involves a base model, from where I could attach pieces to it, and remove those pieces depending on what happens to the piece during the game.

I am not sure what the exact terminology is, whether or not its called snap/hard/soft/etc points.

Chris_Walker
05-07-2014, 05:05 AM
Nominative99 said

I think this would be the best thread to ask this. Would it be possible to add in hardpoints to models? For attaching and detaching sections of a model piece? I'd like to re-create a "Constructible Strategy Game" which involves a base model, from where I could attach pieces to it, and remove those pieces depending on what happens to the piece during the game.

I am not sure what the exact terminology is, whether or not its called snap/hard/soft/etc points.

I like this, this would really help a lot of games work more intuitively.