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Fantasy Grounds Unity Kickstarter Has Launched
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<blockquote data-quote="epithet" data-source="post: 7779005" data-attributes="member: 6796566"><p>The new features have been in the works for some time, but the thing that has delayed the development of the Unity version of Fantasy Grounds has been ensuring that it will be compatible with existing rule sets, assets, and campaigns. You will be able to take everything you have for the current program and plug it into the new one.</p><p></p><p>Having used both Roll20 and Fantasy Grounds, there is really no comparison. Even the current version of FG is much more of a full-featured virtual tabletop and is much much easier to use for preparing and running a game. Hell, the combat tracker alone is enough to make me lament the occasions when I have to use Roll20 because someone has to have a browser-based connection. Roll20 has had an advantage in terms of pretty looking doo-dads and a better set of map tools, but FG is set to leapfrog past it in that category, too. Roll20 has dynamic lighting while FGU, when it launches, will only have dynamic line-of-sight, but lighting and darkvision are supposedly early priorities for next year.</p><p></p><p>SmiteWorks has, in point of fact, been developing this with their existing income. The Unity program is in its last stage of development, with the beta release planned a couple months after the Kickstarter and the live program available before the end of the year. </p><p></p><p>There are a number of free tile-based mapping solutions available, but if you were doing everything in that video in Roll20, you weren't using the free version unless you were using one of the scripts that unlocks the premium tools and adds extra features to Roll20, and you were certainly not enjoying the level of responsiveness shown in the video with map tools in any browser-based solution.</p></blockquote><p></p>
[QUOTE="epithet, post: 7779005, member: 6796566"] The new features have been in the works for some time, but the thing that has delayed the development of the Unity version of Fantasy Grounds has been ensuring that it will be compatible with existing rule sets, assets, and campaigns. You will be able to take everything you have for the current program and plug it into the new one. Having used both Roll20 and Fantasy Grounds, there is really no comparison. Even the current version of FG is much more of a full-featured virtual tabletop and is much much easier to use for preparing and running a game. Hell, the combat tracker alone is enough to make me lament the occasions when I have to use Roll20 because someone has to have a browser-based connection. Roll20 has had an advantage in terms of pretty looking doo-dads and a better set of map tools, but FG is set to leapfrog past it in that category, too. Roll20 has dynamic lighting while FGU, when it launches, will only have dynamic line-of-sight, but lighting and darkvision are supposedly early priorities for next year. SmiteWorks has, in point of fact, been developing this with their existing income. The Unity program is in its last stage of development, with the beta release planned a couple months after the Kickstarter and the live program available before the end of the year. There are a number of free tile-based mapping solutions available, but if you were doing everything in that video in Roll20, you weren't using the free version unless you were using one of the scripts that unlocks the premium tools and adds extra features to Roll20, and you were certainly not enjoying the level of responsiveness shown in the video with map tools in any browser-based solution. [/QUOTE]
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Fantasy Grounds Unity Kickstarter Has Launched
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