Berkut666 wrote:
Nice. so does it work out all the hits etc for you??
As Glyn mentioned, no. It just provides an environment in which players can play games, much like a real tabletop does. It provides terrain, models, measuring abilities, dice rolling etc, and the players talk to each other and play a game.
Apologist wrote:
I think a few of my friends would be interested in this – what sort of computer requirements does it need?
Pretty reasonable. It runs on Windows, OSX and Linux, (though I've not actually tested the mac and linux versions yet...). Any PC which could run games that are roughly 10 years old should be able to handle it no problem.
Put it this way, on my PC I get frame rates in the 1000's, and my rig is hardly top of the line.
Alf O'Mega wrote:
Yep, this looks great. How far along is it for online use? Stability? In game chat? Can you save games? Can it restore dropped connections?
It's based on an existing game engine, so many features already exist, though I'm limited in what I can add.
Online play is of course supported, though I'm yet to make a nice tidy front-end for it (one of the big issues stopping a public release yet). It should be very stable, since it's based on a well tested engine that's been used for several other games, and it's an engine I have a lot of experience coding on. I've never had a crash yet.
However, I've not managed to actually play a game with it yet, hence the call for playtesters.
In-game chat is supported in a really basic sense, in the ability to send text messages to each other. Really it need to be played with Skype or similar running in the background. I know this is a big annoyance and I'd love it to be something built in, but the engine just doesn't support it.
With regards to dropped connections, the game works on a server/client basis, where one player hosts the game and the other(s) connect to him. If any of the clients drop out, they can just reconnect to the server and nothing will be lost, but if the host crashes out everyone will be dropped and the game state lost. The engine does also support dedicated servers, so that could be used if more persistent tabletops were needed (say for long campaign games).
Saving game states is not currently supported, but I can see a good way of doing it.
Alf O'Mega wrote:
If it's as solid as the demo looks you're on to a winner. Is it windows only or could it be compiled to run on osx too?
As I mention above, there are binaries for Linux and Mac, though I've personalliy never tested them and there could be issues (llinux is picky about filename capitalisation for example, which windows isn't). Playtesting will show all of this up of course.