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The Ultimate RPG tabletop network tool
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<blockquote data-quote="Luke" data-source="post: 2331029" data-attributes="member: 602"><p><strong>First release features</strong></p><p></p><p><a href="http://www.enworld.org/RolePlayingMaster/NetworkingScreenshots.html" target="_blank"><img src="http://http://www.enworld.org/RolePlayingMaster/net_combined_thumb.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></a><img src="http://www.enworld.org/RolePlayingMaster/net_combined_thumb.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><a href="http://www.enworld.org/RolePlayingMaster/NetworkingScreenshots.html" target="_blank"> (click to see enlarged image)</a></p><p></p><p><strong>The features of the initial beta release are:</strong></p><p></p><p>1) The basic application</p><p>2) Networking Connectivity.</p><p>3) Networked battlemap features</p><p></p><p><strong>Feature breakdown:</strong></p><p></p><p><strong>1) The basic application</strong></p><p>--------------------</p><p>This is really just the already existing RPM program, but is repeated here for anyone unfamiliar with the program.</p><p></p><p>1.1 Adventure preparation - a fully-fledged adventure builder that lets you build a hierarchy of notes, optionally based on the official recommendations for adventure structure. You can also construct maps, complete with locations (DM and player descriptions), and encounter groups.</p><p></p><p>1.2 Monster/NPC/PC generation - a full generation capability, which caters for different d20 datasets. This includes generators for equipment, spell lists, feats, etc, to build complete encounters very quickly. Quick enough to do at the gaming table, on-the-fly.</p><p></p><p>1.3 Combat management - full initiative and action management (attacks, skill checks, spell casting, other miscellaneous actions), followed by automated XP calculation at the end of an encounter</p><p></p><p><strong>2) Networking Connectivity</strong></p><p> -----------------------</p><p>This describes how networking works.</p><p> </p><p>2.1 Connencting: A DM becomes a game server with a simple networking selection option. Some people will discover that they are prevented from becoming a game server (eg. behind a protected firewall , or a router with NAT enabled). I will publish some information for those who need to overcome such an obstacle.</p><p></p><p>2.2 Security: A DM can maintain a list of accepted players and optional passwords. This gives security if players are connecting over the internet. To make things easier, the DM can elect to accept a connection from a player when they first connect, which adds them to the player list for future connections.</p><p></p><p>2.2 After a DM becomes a game server, players can connect to it. There are 2 basic kinds of connections - on a local network, or via the internet. The RPM program will automatically find any players on the internet, or on a local network (be it dial-up, ethernet cable, wireless connction, or any combination of those). This makes it easy to find the DM you need to connect to.</p><p></p><p>2.3 At any time you can perform a new search to see who is currently on the internet, or who is on your local network Only players really need to do this. DMs typically just set themselves into networking mode and then wait for players to connect.</p><p></p><p>2.4 Optimizing performance - this is very important, with the challenge being to provide full flexibility, whilst offering good performance crucial to smooth gameplay flow.</p><p>For this the program has the following features "under the hood::</p><p></p><p> 2.4.1 - A network layer optimized for speed. This is mostly about rationalizing messages to limit what is needed to be transferred, and then using message compression to share the data around.</p><p></p><p> 2.4.2 - Image management. The player application automatically detects when it needs to get new images (be they complete maps, textures, or simply monster images), and requests them. They are transferred, on demand, from the DM game server. RPM manages a library of images, and encourages re-use of the image library, whcih means that you shouldn't often need to request new images. </p><p>The overall effect is that images are typically sent after the first connection, and after that only if the DM does some "on-the-spot" changes.</p><p></p><p> 2.4.5 - Map updates. Simple movement of creatures on a map is automatically handled quickly and simply by the networking - updating all player clients. If the DM does extra changes (such as changing location markers, or making non-image changes), then that kind of change is relatively small (compared to adding images), and is quickly transmitted.</p><p></p><p><strong>3) Networked battlemap features</strong></p><p>--------------------------------</p><p>Whilst the application is a fully-featured RPG engine, with all sorts of capabilities, the BattleMap is the "nerve-centre" for networked operation.</p><p> </p><p>3.1 BattleMap: The Battlemap is used as the focal point when entering networked mode. If there is no current BattleMap, then one will be created.</p><p></p><p>3.2 Adventure details: The current advanture and map becomes the context for a network game when networking. At any time, the DM could switch to a different map (or even adventure), and press the "Player Map Update" button to make it the current game context.</p><p></p><p>3.3 Chat facilities: At the moment these are very basic, and don't incorporate the more excellent suggestions made by various people. Its a simple ability to players to speak to All, the DM, or another player. The DM sees all.</p><p></p><p>3.4 Performing actions (attacks/saves/skill checks etc): This is partially done, but not yet properly implemented for players. This is a very key part of the design, and should minimise the need for archaic chatting facilities. The idea is that the DM and players can nominate targets (if necessary), and then perform actions. RPM has advanced combat management capabilities for this, which give the DM a full view of all effects and options. In a later release, the players will get to see their own information (as appropriate).</p><p></p><p>3.5 Dice Rolling: All actions will be manged at the DMs computer, but players will still get to roll their dice. This could include things such as attack rolls, and then damage, crit attempts. In a subsequent release, player dice rolls will initiate from the DM's computer, but result in dice rolling pop-ups on the player screen. Without any opportunity for cheating, the player will press a "Roll Dice" button, which will send the result back.</p><p></p><p></p><p><<<< More to come on the mapping button functionality >>>></p></blockquote><p></p>
[QUOTE="Luke, post: 2331029, member: 602"] [b]First release features[/b] [url="http://www.enworld.org/RolePlayingMaster/NetworkingScreenshots.html"][img]http://http://www.enworld.org/RolePlayingMaster/net_combined_thumb.jpg[/img][/url][img]http://www.enworld.org/RolePlayingMaster/net_combined_thumb.jpg[/img] [url="http://www.enworld.org/RolePlayingMaster/NetworkingScreenshots.html"] (click to see enlarged image)[/url] [b]The features of the initial beta release are:[/b] 1) The basic application 2) Networking Connectivity. 3) Networked battlemap features [b]Feature breakdown:[/b] [b]1) The basic application[/b] -------------------- This is really just the already existing RPM program, but is repeated here for anyone unfamiliar with the program. 1.1 Adventure preparation - a fully-fledged adventure builder that lets you build a hierarchy of notes, optionally based on the official recommendations for adventure structure. You can also construct maps, complete with locations (DM and player descriptions), and encounter groups. 1.2 Monster/NPC/PC generation - a full generation capability, which caters for different d20 datasets. This includes generators for equipment, spell lists, feats, etc, to build complete encounters very quickly. Quick enough to do at the gaming table, on-the-fly. 1.3 Combat management - full initiative and action management (attacks, skill checks, spell casting, other miscellaneous actions), followed by automated XP calculation at the end of an encounter [b]2) Networking Connectivity[/b] ----------------------- This describes how networking works. 2.1 Connencting: A DM becomes a game server with a simple networking selection option. Some people will discover that they are prevented from becoming a game server (eg. behind a protected firewall , or a router with NAT enabled). I will publish some information for those who need to overcome such an obstacle. 2.2 Security: A DM can maintain a list of accepted players and optional passwords. This gives security if players are connecting over the internet. To make things easier, the DM can elect to accept a connection from a player when they first connect, which adds them to the player list for future connections. 2.2 After a DM becomes a game server, players can connect to it. There are 2 basic kinds of connections - on a local network, or via the internet. The RPM program will automatically find any players on the internet, or on a local network (be it dial-up, ethernet cable, wireless connction, or any combination of those). This makes it easy to find the DM you need to connect to. 2.3 At any time you can perform a new search to see who is currently on the internet, or who is on your local network Only players really need to do this. DMs typically just set themselves into networking mode and then wait for players to connect. 2.4 Optimizing performance - this is very important, with the challenge being to provide full flexibility, whilst offering good performance crucial to smooth gameplay flow. For this the program has the following features "under the hood:: 2.4.1 - A network layer optimized for speed. This is mostly about rationalizing messages to limit what is needed to be transferred, and then using message compression to share the data around. 2.4.2 - Image management. The player application automatically detects when it needs to get new images (be they complete maps, textures, or simply monster images), and requests them. They are transferred, on demand, from the DM game server. RPM manages a library of images, and encourages re-use of the image library, whcih means that you shouldn't often need to request new images. The overall effect is that images are typically sent after the first connection, and after that only if the DM does some "on-the-spot" changes. 2.4.5 - Map updates. Simple movement of creatures on a map is automatically handled quickly and simply by the networking - updating all player clients. If the DM does extra changes (such as changing location markers, or making non-image changes), then that kind of change is relatively small (compared to adding images), and is quickly transmitted. [b]3) Networked battlemap features[/b] -------------------------------- Whilst the application is a fully-featured RPG engine, with all sorts of capabilities, the BattleMap is the "nerve-centre" for networked operation. 3.1 BattleMap: The Battlemap is used as the focal point when entering networked mode. If there is no current BattleMap, then one will be created. 3.2 Adventure details: The current advanture and map becomes the context for a network game when networking. At any time, the DM could switch to a different map (or even adventure), and press the "Player Map Update" button to make it the current game context. 3.3 Chat facilities: At the moment these are very basic, and don't incorporate the more excellent suggestions made by various people. Its a simple ability to players to speak to All, the DM, or another player. The DM sees all. 3.4 Performing actions (attacks/saves/skill checks etc): This is partially done, but not yet properly implemented for players. This is a very key part of the design, and should minimise the need for archaic chatting facilities. The idea is that the DM and players can nominate targets (if necessary), and then perform actions. RPM has advanced combat management capabilities for this, which give the DM a full view of all effects and options. In a later release, the players will get to see their own information (as appropriate). 3.5 Dice Rolling: All actions will be manged at the DMs computer, but players will still get to roll their dice. This could include things such as attack rolls, and then damage, crit attempts. In a subsequent release, player dice rolls will initiate from the DM's computer, but result in dice rolling pop-ups on the player screen. Without any opportunity for cheating, the player will press a "Roll Dice" button, which will send the result back. <<<< More to come on the mapping button functionality >>>> [/QUOTE]
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