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Top three things you would love to see in BRPG or BWG
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morval
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Joined: 09 Jan 2008
Posts: 28

PostPosted: Fri Jan 11, 2008 8:17 pm    Post subject:  Top three things you would love to see in BRPG or BWG   Reply with quote 

I'm new and have written a flurry of msgs on the board all over the place. I thought I would jot down my three top things that would be awesome to see in BRPG.

1. some kind of movement help (I know its coming Smile)
2. freely rotating figures and objects (for all games that are on nongrid tables and use facing with movement, ie. a sailing ship turning on a nongrid table)
3. Deck of cards generator (be able to assign images to each card in the deck (also coming)

morval
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heruca
Developer


Joined: 20 Nov 2005
Posts: 8601
Location: Buenos Aires, Argentina

PostPosted: Fri Jan 11, 2008 8:38 pm    Post subject:   Reply with quote 

Heh, if not for you, it would be entirely too quiet here. Of the nearly 700 registered forum users, only a small handful seem to want to directly shape the development of the program to suit their gaming needs. I guess that's just the nature of forums.
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Omnidon
Site Admin


Joined: 06 Feb 2006
Posts: 2047
Location: NY State, USA

PostPosted: Sat Jan 12, 2008 2:33 am    Post subject:   Reply with quote 

Bah! I can't decide on only three things...

My #1 favorite feature, of course, would be Flash integration.

I'll hopefully get around to updating the suggestion summary again soon Razz

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ursus
General


Joined: 25 Nov 2007
Posts: 222
Location: Chicago, Illinois, USA

PostPosted: Sat Jan 12, 2008 2:22 pm    Post subject:   Reply with quote 

3 things?

Well, #1 would be FoW that uses LoS.

The other two are already in the works. The improved turn sequencer and approved movement.
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Kepli
High Commander


Joined: 21 Nov 2005
Posts: 657

PostPosted: Tue Jan 15, 2008 5:57 am    Post subject:   Reply with quote 

Same top 3 as Ursus Very Happy
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Halebop
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Joined: 21 Nov 2005
Posts: 632
Location: Auckland, New Zealand

PostPosted: Tue Jan 15, 2008 7:54 am    Post subject:   Reply with quote 

My 3 things? They've all been mentioned...

1. What Morval Said
2. What Omnidon Said
3. What Kepli Said
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heruca
Developer


Joined: 20 Nov 2005
Posts: 8601
Location: Buenos Aires, Argentina

PostPosted: Tue Jan 15, 2008 9:03 am    Post subject:   Reply with quote 

Halebop cheats!
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Halebop
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Joined: 21 Nov 2005
Posts: 632
Location: Auckland, New Zealand

PostPosted: Wed Jan 16, 2008 4:29 am    Post subject:   Reply with quote 

heruca:
Halebop cheats!


[Tries really hard to look contrite]
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Kepli
High Commander


Joined: 21 Nov 2005
Posts: 657

PostPosted: Wed Jan 16, 2008 12:18 pm    Post subject:   Reply with quote 

Laughing
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Varl
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Joined: 20 Mar 2007
Posts: 30

PostPosted: Fri Feb 22, 2008 12:04 am    Post subject:   Reply with quote 

Yeah, I definitely wouldn't say no to line of sight FoW. Is there finer tuning for scaling in BRPG other than 10% at a time using the scroll wheel? If not, that'd be number 2 for me. Number 3 would be anything that improves FoW. Wink
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heruca
Developer


Joined: 20 Nov 2005
Posts: 8601
Location: Buenos Aires, Argentina

PostPosted: Fri Feb 22, 2008 12:11 am    Post subject:   Reply with quote 

I think I can squeeze in finer zoom control into the next release.
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heruca
Developer


Joined: 20 Nov 2005
Posts: 8601
Location: Buenos Aires, Argentina

PostPosted: Thu Mar 27, 2008 11:55 am    Post subject:   Reply with quote 

Varl:
Is there finer tuning for scaling in BRPG other than 10% at a time using the scroll wheel? If not, that'd be number 2 for me.


This will be in v1.2a, which I'm hoping (no promises) to release in the next few days.

It will also be possible for both players and the GM to set the zoom level directly by issuing a command in the chat input box.

For example: Typing "zoom=43.7" (sans quotes) into the chat input field and hitting Return/Enter will set the zoom level to 43.7%. The valid range for the command is any value between 10 and 200.

I also want to allow finer zoom control while using the mousewheel, if a modifier key is held down.

Finer zoom granularity will probably be important to projector users, who need to precisely adjust the size of the projected grid.
Zoom Adjustments.jpg
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Zoom Adjustments.jpg


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ursus
General


Joined: 25 Nov 2007
Posts: 222
Location: Chicago, Illinois, USA

PostPosted: Thu Mar 27, 2008 3:15 pm    Post subject:   Reply with quote 

Where does LoS FoW fit into your development plan/schedule, Heruca?

Would it maybe be something for v1.4?

This is still item #1 for me.
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heruca
Developer


Joined: 20 Nov 2005
Posts: 8601
Location: Buenos Aires, Argentina

PostPosted: Thu Mar 27, 2008 9:11 pm    Post subject:   Reply with quote 

IF I ever do LoS FoW, it would be in v2.

My primary plans for finishing up the v1 series include the revised Turn Sequencer (v1.3) and the Approved Movement System (v1.4), which will likely include measuring the distance moved.

Somewhere along the line I'll also squeeze in:
• Morval's #2 request
• Perhaps some Chat window enhancements
• Wrapping up some loose ends (like the still-missing cone and beam light sources)
• Updating the User Manual
• Some other goodies, too

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fink
Cannon Fodder

Joined: 27 Mar 2008
Posts: 1

PostPosted: Sat Mar 29, 2008 7:17 pm    Post subject:   Reply with quote 

Any status change on the zoom function?

I have a top-down projector which I use for maps. Without a zoom function that allows scaling <1%, BG is not going to be a viable option for me. Most of my maps come from photoshop drawings or GIMP pdf rips, so they need to be scaled before use.

Keep us informed when 1.2a is out, I would love to beta the zoom function for you.

Also, in version 1.0 of the manual it states that your pixel/grid division is 61/1 - has that changed? Is there plans to change it in the future?

Finally, is there any thought to allowing png files or other files with simple layer mask to be implemented for maps?
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heruca
Developer


Joined: 20 Nov 2005
Posts: 8601
Location: Buenos Aires, Argentina

PostPosted: Sat Mar 29, 2008 8:32 pm    Post subject:   Reply with quote 

Welcome, fink.

The new zoom adjustment features are already in place and working, as shown in the screenshot above. Note the ".1%" options, for super-fine control.

v1.2a is due out shortly after iCon is over, so... sometime this coming week.

The resolution has changed a bit since the User Manual was written. You can now use maps up to 122 pixels per cell. Normally you only see 61 pixels per cell, at 100% zoom, but since the zoom feature goes up to 200%, you'd get to see 122 pixels per cell at full zoom.

It might be possible to allow partially-transparent PNGs to be used as maps. What would you do with that capability, if I might ask?

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demonsbane
Captain


Joined: 09 Jul 2006
Posts: 59
Location: Spain -Europe

PostPosted: Mon Mar 31, 2008 4:48 pm    Post subject:   Reply with quote 

Well my main interests for BG RPG development are

1) Line of Sight (LOS) Fow of War,
2) Chat enhancements (including window color customization, and font) and
3) Some character sheet support.

But you (Heruca) already stated some of these things aren't coming until BG RPG 2.x

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demonsbane
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Joined: 09 Jul 2006
Posts: 59
Location: Spain -Europe

PostPosted: Mon Mar 31, 2008 4:49 pm    Post subject:   Reply with quote 

ursus:
Where does LoS FoW fit into your development plan/schedule, Heruca?

Would it maybe be something for v1.4?

This is still item #1 for me.


I agree. That enhances A LOT the game-map experience . . .

But it seems currently we are out of luck about this.

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"We adore chaos because we love to produce order."
M.C. Escher

"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle."
J. M. Caparula / Scott Haring
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D-Miller
Sergeant

Joined: 25 Mar 2008
Posts: 29
Location: Misawa, Japan

PostPosted: Wed Apr 02, 2008 3:30 am    Post subject:   Reply with quote 

Hmm, 3 things.
Support for ShadowRun 4 dice rolling. (detailed below)
Larger map area (61 cells by 61 cells can be small at 1m/cell)
LoS FoW (ran out of ideas, but I LOVE this one)

SR4 dice:
SR4 has an odd dicing system (when compared to other systems). Here are the basics:
Large pool of Dice (all D6, refered to as DP (Dice Pool)) a success (or "hit") is a roll of 5 or 6 on a die. A "Glitch" is at least 1 hit and half or more of the DP is 1's. A "Critical Glitch" is no hits and half or more of the DP are 1's.

Options:
- Basic roll, roll xx DP
- Can be open ended where all 6's are counted and an additional dice is rolled added to the DP (these 6's are also open-ended), so a DP can easily grow in size this way.
- Can re-roll all failed dice

Most of this can be compensated for manually, however it would be a nice option to have automated.

Thanks,
Dave
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Omnidon
Site Admin


Joined: 06 Feb 2006
Posts: 2047
Location: NY State, USA

PostPosted: Wed Apr 02, 2008 6:31 am    Post subject:   Reply with quote 

D-Miller:
Larger map area (61 cells by 61 cells can be small at 1m/cell)


Note that BRPG can support up to 122x122 pixels per cell if you use 200% zoom as standard.

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heruca
Developer


Joined: 20 Nov 2005
Posts: 8601
Location: Buenos Aires, Argentina

PostPosted: Wed Apr 02, 2008 8:09 am    Post subject:   Reply with quote 

D-Miller, have you seen this? I'm not sure how much more I can specifically support Shadowrun glitches without getting into a legal grey area. With the publisher's permission, it would be a piece of cake to implement your request. Do you know who I can contact to try and obtain the publisher's consent?
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D-Miller
Sergeant

Joined: 25 Mar 2008
Posts: 29
Location: Misawa, Japan

PostPosted: Wed Apr 02, 2008 10:05 am    Post subject:   Reply with quote 

Heruca,
I have seen that, and in fact have played with it a great deal. I can work around the dicing system quite well, but having it automated would be nice. Smile

The current owners of Shadowrun can be reached at http://catalystgamelabs.com/contact/ or contact@catalystgamelabs.com. They have been quite friendly so far. But a little slow to respond sometimes.

Edit:
I was able to see the open-ended rolls working well. The re-roll failures is really the only hard one, as this has to be determined after the roll has been completed.
Ex: Player rolls 10 DP, gets 2 hits. Player chooses to re-roll failures so rerolls 8 dice and scores 3 more hits for a total of 5 hits out of 10 dice.

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heruca
Developer


Joined: 20 Nov 2005
Posts: 8601
Location: Buenos Aires, Argentina

PostPosted: Wed Apr 02, 2008 11:47 am    Post subject:   Reply with quote 

Thanks for the contact info. Much appreciated.
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nortonweb
General

Joined: 26 Mar 2008
Posts: 221

PostPosted: Wed Apr 02, 2008 8:00 pm    Post subject:   Reply with quote 

Ok my top three would be:

1) Turn Tracker improvemnets (coming in so yay)
2) Dice rolls reporting into chat.
3) A mix of better handling of Dice Macros (say a dropdown on the dice roller screen and an ability to delete a macro) and the dice auto rolling when a dice macro is picked from the right click (windows) menu on a figure or battleground button.
My thoughts being if I'm selecting a pre created macro to roll then why jump to the macro control page to start with only for me to click roll... I want it to roll the dice (saves some click time and thus game flow)
If I want to roll something thats either not pre macro'd or its a change to a macro then I can select the new macro choice and either do a one off roll or make a quick mod to a macro I pick from the new drop down menu... if any of that makes sense Very Happy
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cuhullen
Soldier

Joined: 01 Apr 2008
Posts: 10

PostPosted: Sun Apr 13, 2008 1:05 pm    Post subject: Top three things   Reply with quote 

I would love to see:

Like so many others, los for fow.

Encounter linking so that activating the link automatically brings up the linked encouter.

.... Can't think of anything else I really want. I'm really enjoying BRPG.
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