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Battle Map vs. Dungeon Mapp vs. RPG Cartographer
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<blockquote data-quote="Dexamalion" data-source="post: 5678890" data-attributes="member: 90981"><p>Thanks for the feedback Stormonu, all good feedback.</p><p> </p><p>Firstly, there will be an extensive instruction manual posted on the <a href="http://ambitioussoftware.com" target="_blank">website </a>very soon. I'll be going through all the features in detail with pics and icons showing what to press and when. I tried to make Dungeon Mapp as user friendly as possible, but with some of the upgrades I'm working on, I'm going to need more of a user guide.</p><p> </p><p>WALLS: Walls are really tough from a programming and design point of view. I've struggled a lot with walls and ways of doing them, but basically it's really hard for the program to know if you want to extend a room, or place a new room that shares a wall with a room you just created. It's been a highly requested feature, but it's a real challenge to get working and keep the simplicity that I think a lot of people like about Dungeon Mapp.</p><p> </p><p>HIDDEN TOKENS/DECALS</p><p>Yeah this is a good idea. Tokens will be hidden by hide areas, but there is no way to hide a token by itself. It's not a big deal to pre-make a token and place it on the Mapp when you need to, so that's what I was thinking most people would do, but I'll have a think about how we might implement your suggestion.</p><p> </p><p>ROUNDED/DIAGONAL TILES</p><p>Yep, we can do this pretty easily now, so I will look at this for a future update. There will be some confusion when calculating movement rates, are players allowed to walk through a diagonal square?</p><p> </p><p>VISUAL LIMITS</p><p>Yes, after movement this has been on my list for a while. It's kind of tough, do you show all the visual limits of all the characters, or just the one that's selected? In my play experience, it seemed like with a diverse party there was usually someone that could see 10 squares and so most rooms were entirely visible, so I decided to put it on the backburner for Dungeon Mapp.</p><p> </p><p>BACKGROUND MAP</p><p>Hmm, interesting idea, I'll have a think about it. We did have a graphic in the background in the very early days of prototyping, and it slowed the framerate on DMapp to a snails pace, due to a combination of the engine freaking out and the size of the graphic. We'll take another look at it.</p><p> </p><p>Thanks,</p><p> </p><p>Derek</p></blockquote><p></p>
[QUOTE="Dexamalion, post: 5678890, member: 90981"] Thanks for the feedback Stormonu, all good feedback. Firstly, there will be an extensive instruction manual posted on the [URL="http://ambitioussoftware.com"]website [/URL]very soon. I'll be going through all the features in detail with pics and icons showing what to press and when. I tried to make Dungeon Mapp as user friendly as possible, but with some of the upgrades I'm working on, I'm going to need more of a user guide. WALLS: Walls are really tough from a programming and design point of view. I've struggled a lot with walls and ways of doing them, but basically it's really hard for the program to know if you want to extend a room, or place a new room that shares a wall with a room you just created. It's been a highly requested feature, but it's a real challenge to get working and keep the simplicity that I think a lot of people like about Dungeon Mapp. HIDDEN TOKENS/DECALS Yeah this is a good idea. Tokens will be hidden by hide areas, but there is no way to hide a token by itself. It's not a big deal to pre-make a token and place it on the Mapp when you need to, so that's what I was thinking most people would do, but I'll have a think about how we might implement your suggestion. ROUNDED/DIAGONAL TILES Yep, we can do this pretty easily now, so I will look at this for a future update. There will be some confusion when calculating movement rates, are players allowed to walk through a diagonal square? VISUAL LIMITS Yes, after movement this has been on my list for a while. It's kind of tough, do you show all the visual limits of all the characters, or just the one that's selected? In my play experience, it seemed like with a diverse party there was usually someone that could see 10 squares and so most rooms were entirely visible, so I decided to put it on the backburner for Dungeon Mapp. BACKGROUND MAP Hmm, interesting idea, I'll have a think about it. We did have a graphic in the background in the very early days of prototyping, and it slowed the framerate on DMapp to a snails pace, due to a combination of the engine freaking out and the size of the graphic. We'll take another look at it. Thanks, Derek [/QUOTE]
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