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  1. #1361
    Quote Originally Posted by BrettM View Post
    As a former Roll20 users, their first implementation of FoW was essentially Line of Sight — you only saw what your vision allowed, regardless of what you saw in the past. (Before that it was similar to FG current system — the DM/GM reveals areas.)

    About 1 - 2 years ago Roll20 released “Advanced Fog of War” stylized on WoW apparently (I don’t play Wow). This had three (or arguably four) layers...

    • Layer 1 was what your vision currently could see (similar to their ‘original’ FoW);
    • Layer 2 was ‘static’ areas you had previously seen — hallways, rooms, etc.;
    • Layer 3 was ‘dynamic’ items, like NPCs / monsters - they would only appear if in your current vision, otherwise ‘invisible’ to you — think of an NPC around the corner or out of your 60’ darkvision;
    • Layer 4 would be the “GM Layer”, where the GM could place anything and it would only be visible to the GM, regardless the PCs vision — think an invisible creature, or a creature on another plane

    The Advanced FoW was a memory hog when first released, so our gang didn’t use it after 10 minutes of trying. It was apparently improved, but we ran into other issues (and we’re a pretty technically capable group), so gave up and continued with the ‘original’ FoW.

    I hope that helps .
    A few notes on this:

    • Roll20's Advanced Fog of War was based the RTS (Real-Time Strategy) game Warcraft, not the MMO World of Warcraft.
    • Almost every RTS uses the same system. Map is completely blanked out until you see a region of it for the first time. Then, if no one is around to see it, it is greyed out, showing only the terrain and not the creatures/units.
    • It worked fine for my group when I was in Roll20. They have just recently made it more efficient. Or so I've read; I don't play there any longer.
    • A well-written stand-alone application will handle it much better than a browser. That's the biggest problem Roll20 has when it comes to advanced features: almost everything is more complicated to develop using a browser.
    Ignore the rumors of this so-called "Fantasy Grounds Unity". Will it exist some day? Probably. Is it worth waiting for? No. Play FG for what it is today, not what it might be in the future.

  2. #1362

    Join Date
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    Thanks Three of Swords. Good to know. Lol - I played the original version of Warcraft. I always assumed WoW when mentioned on the Roll20 forums.

  3. #1363
    So, I've a question and this might be more for Carl/Moon.

    Will FGU have more API for controls like listboxes, radiobuttons, comboboxes, cascading menus or miller type columns? I'm guessing the answer is yes since it's being written in Unity but curious.

    One of the things I've ran across at times is when I want to use a standard type of control like a combobox or the like it's actually just a simulated version of it. If we will have access to standard controls I think that will go a long long way to being able to improve the UI.
    ---
    DM/Play: AD&D (any flavor)
    Coding the AD&D Core Ruleset

  4. #1364
    Quote Originally Posted by celestian View Post
    So, I've a question and this might be more for Carl/Moon.

    Will FGU have more API for controls like listboxes, radiobuttons, comboboxes, cascading menus or miller type columns? I'm guessing the answer is yes since it's being written in Unity but curious.

    One of the things I've ran across at times is when I want to use a standard type of control like a combobox or the like it's actually just a simulated version of it. If we will have access to standard controls I think that will go a long long way to being able to improve the UI.
    Eheh, Celestian are you experimenting with Foundry VTT ? That's the beauty of web ui development. I'm not expecting that much on that area but maybe I'm just a bit pessimistic.
    My twitch channel ( Italian language )


    Currently DMing:
    D&D 5e - "Waterdeep: Dragon Heist"
    D&D 5e - "La Lady di Pietra Nera" ( A Storm King's Thunder reworked adventure )

  5. #1365
    Quote Originally Posted by st4lk3r87 View Post
    Eheh, Celestian are you experimenting with Foundry VTT ? That's the beauty of web ui development. I'm not expecting that much on that area but maybe I'm just a bit pessimistic.
    I'm watching it, as I tend to do with all VTTs, for tips/ideas to use for my own ruleset here. My questions originate however from evaluating the UI in my ruleset and how to improve it. One of my friends is a UI design/layout dev and he was giving me some advice. Most of which was not something I could do without some of the UI elements I mentioned. Those pieces are in Unity so I expect we could have those controls but I'm wondering if it's on the table.
    ---
    DM/Play: AD&D (any flavor)
    Coding the AD&D Core Ruleset

  6. #1366
    Quote Originally Posted by celestian View Post
    I'm watching it, as I tend to do with all VTTs, for tips/ideas to use for my own ruleset here. My questions originate however from evaluating the UI in my ruleset and how to improve it. One of my friends is a UI design/layout dev and he was giving me some advice. Most of which was not something I could do without some of the UI elements I mentioned. Those pieces are in Unity so I expect we could have those controls but I'm wondering if it's on the table.
    I'm a UI Dev too. I hope they will answer to this
    My twitch channel ( Italian language )


    Currently DMing:
    D&D 5e - "Waterdeep: Dragon Heist"
    D&D 5e - "La Lady di Pietra Nera" ( A Storm King's Thunder reworked adventure )

  7. #1367
    Nylanfs's Avatar
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    Incase any UI dev's want a side project, PCGen is looking to redo it's UI.
    Paul Grosse
    PCGen BoD
    PR Silverback

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