Thread: First-Person View Mode for 2024
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January 2nd, 2024, 21:26 #11
This is very similar to our internal discussions and why we built it to be a per-user toggle in our first iteration. Some of the other ruleset level changes we are working on will also reduce the need for some other windows that players have typically needed to leave open in the past, such as the Combat Tracker.
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January 2nd, 2024, 21:29 #12
What is the performance impact of this new feature? I have harder and harder time to convince people to run Unity and performance is one of the reasons.
The past is a rudder to guide us, not an anchor to hold us back.
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January 2nd, 2024, 21:31 #13Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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January 2nd, 2024, 21:33 #14
Addressed this in posts on the first page.
Typical recommendations apply, keep maps within recommended guidelines and draw LOS with as few segments as possible. Don't run 134 active extensions and 500+ modules like a user who sent in a support request over the weekend. Out of the box with FGU and provided content, we expect performance to be good. User-created content and community dev extensions are up to the user to manage and determine how they work within their system, and that of the players.
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January 3rd, 2024, 00:12 #15
This certainly seems interesting and I'm hoping I can find use cases for it.
I recommend robust options for this.
GM can have the feature show as an available option for GM only/GM and Players/None (to prevent accidental toggles when if no plans to be used)
GM toggle force player view to 2D (on/off) (per map basis) (and global basis??)
GM toggle force player view to 3D (on/off) (per map basis) (and global basis??)
Assuming not actually going full 3D models for everything.... it could be neat to have an elevation assigned to each layer of an image. This would allow "stacking" flat images and specifying the space between floors.
Maybe player view defaults to whatever elevation their token is on but view can be shifted up/down.
For example in the layers panel, each layer would have an elevation field.
Example based on 5' square grid:
(100) Ambient Light - Sunlight
(40) Rooftop
(37) Hanging Chandelier (lighting effect)
(30) 3rd Floor Map
(20) 2nd Floor Map
(10) 1st Floor Map
(00) Ground Floor Map
(-10) Basement Map
Maybe a toggle to "flip" a flat image in the 3D space (to create the ceiling that is the bottom of a floor)
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January 3rd, 2024, 03:16 #16
Any videos of how this looks in a room or hallway? Do you see walls?
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January 3rd, 2024, 06:24 #17
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Only videos so far are the ones in the first post. No terrain, ie walls etc, have been shown.
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January 3rd, 2024, 13:08 #18Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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January 3rd, 2024, 16:24 #19
Currently walls are simply drawn on the floor. If a wall blocks your LOS, then you only see up to the wall on the floor. It will be black beyond that point.
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January 3rd, 2024, 16:29 #20
As we are right at the beggining of '24 any peek at when in the year we will get this ?
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