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EDIT: The oriognal title was enquiring about a program I could use to work on and test a board/card game concept on and offline, I was directed to a program called 'Vassal' and have started work on my Resident Evil themed card game as described in a later post. I'm going to use this thread to keep anyone who is interested in it up to date and try to get some playtesters involved
I want to know if I can get ahold of a program I can use that will allow me to-
-Draw up a very simple grid of squares as a playing area
-Move icons, what I have created myself, around this grid
-not essential, but have a simple random number generator from 1-6 to signify a dice roll
Basically I'm working on a simple board game idea and would like to know if there is a program that will let me do these things and let other people view them. Preferably I'd like to be able to draw up the grid myself, maybe even just place it down as a Jpeg or Gif and lock it there, have a bunch of icons that can be moved around the grid via clicking and dragging and allow other people to move their own icons in the same manner. If I could get a random number generator and a chat program in there too that would be even better. Anyone have any suggestions of what programs, or combinations of programs I could try to accomplish this?
It's not a program designed expressly for it, but if you have Micorosoft Visual C++ 6.0 (if may work with other compilers by now), and it's easy to use. I designed a simple game with it (Lights Out!), and there's a decent tutorial available, too.
I know nothing of this, but I've heard it discussed as an architecture for playing boardgames. It hands the ideas of moving pawns and dealing cards, but players generate their own "piece boxes" they share independant of the engine so people can play copyright protected games and the company behind the engine is not liable.
Has half of what you want effectively built in (handles netcode by itself, tile-based, chat is incredibly simple). Tutorials are sorely lacking, however, and the forum is populated by 13-year-olds, with perhaps eight people who know what they're talking about. The UI is mostly immutable and all icons are 32x32 pixels.
I know nothing of this, but I've heard it discussed as an architecture for playing boardgames. It hands the ideas of moving pawns and dealing cards, but players generate their own "piece boxes" they share independant of the engine so people can play copyright protected games and the company behind the engine is not liable.
The Vassal Engine is fantastic for board games, we used to have a game on thread for this. I was going to post this but couldn't remember it's name. This is exactly what you're looking for.
I know nothing of this, but I've heard it discussed as an architecture for playing boardgames. It hands the ideas of moving pawns and dealing cards, but players generate their own "piece boxes" they share independant of the engine so people can play copyright protected games and the company behind the engine is not liable.
The Vassal Engine is fantastic for board games, we used to have a game on thread for this. I was going to post this but couldn't remember it's name. This is exactly what you're looking for.
Yeah, thanks for the great reccomendation, I'v been working with it all day and nearly have a finished prototype finished without even going through any tutoutials. Has anyone here ever made anything decent with it?
I know nothing of this, but I've heard it discussed as an architecture for playing boardgames. It hands the ideas of moving pawns and dealing cards, but players generate their own "piece boxes" they share independant of the engine so people can play copyright protected games and the company behind the engine is not liable.
The Vassal Engine is fantastic for board games, we used to have a game on thread for this. I was going to post this but couldn't remember it's name. This is exactly what you're looking for.
Yeah, thanks for the great reccomendation, I'v been working with it all day and nearly have a finished prototype finished without even going through any tutoutials. Has anyone here ever made anything decent with it?
No one here, but look on the modules page of the website.
Rptools is geared towards DND but nothing would stop you from using it as you want.
Custom tokens and decent drawing tools are about the only things it'd offer you. It has a RND built in but is spoofable so I've never bothered to use it.
So I'v been hacking away at this Vassal program all day and have started to create the board, cards and get the kinks out of the mechanics of a singleplayer Resident Evil board/card game. The items are missing right now in these shots since I'v just finished slapping together a playing feild so I can get to playtesting, but I'v whipped up some temporary enemy and player cards so far. As soon as I get the items turned into tokens I can start properley playesting this game what revolves around the STARS members from the first Resident Evil game battling off the creatures of the mansion (plus Wesker) while they wait for rescue
A zoomed out view of the playing feild with every variety of enemy and player card placed. There will be duplicate enemies in the deck but these are just the basic enemies strewn about the table
A close up shot of the player's characters in their 'safe zone' and the item box where items will be dropped in by Brad at random for them to use, such as ammunition, health items and obviously the rocket launcher
A zoomed in shot of all the enemy cards, minus their duplicates. Stats indicate
'P' afflicts the character with poision damage if this enemy attacks them
'M' shows how many spaces they can move on their turn
'R' designates what range their main attack is
'K' defines if they can be sucsesfully stunned with a knife slash
'KX' signifies that this enemy will die instantly if they come into contact with a character with a knife
The 6 sided dice roll +, or the number singinfies how much endurance they have
Wesker and Tyrant work a little differentley than the rest of the enemies but you don't need to know that right now. It all sounds complicated but I'v made sure the mechanics are extremley easy to get to grips with and the game moves at a fast pace. Whew anyway, great reccomendation on this program, plus, I'll be looking for willing playtesters for this some time in the week. Anyone who is interested in playtesting this for me later on in the week please say so
I'm not sure when, but I'd be up to help playtest.
I've never played a CCG-esque game competitively though. My experience is limited to about 90 minutes of M:tG in which I got my ass handed to me. Twice. By an 8 year old.
I'm not sure when, but I'd be up to help playtest.
I've never played a CCG-esque game competitively though. My experience is limited to about 90 minutes of M:tG in which I got my ass handed to me. Twice. By an 8 year old.
It's a weird sort of playstyle, I couldn't really describe it being similar to many other CGGs, plus, this isn't even a 'collectable' card game, all you control are the 4 STARS members and must move them out of harms way and decide how and when to attack and use/manage items.
And let me state again it's only a SINGLEPLAYER game.
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Here's the link: Popcap Framework
Edit: sorry not online... could share the workspace thought I guess... :P
Otherwise, I would think the only other option would be one of those online-enabled whiteboards.
edit: that thing apotheos suggested would probably be a good idea.
http://www.vassalengine.org/community/index.php
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http://gametable.galactanet.com/
It has all features you asked for, plus it is extremely lightweight* and simple. Made originally to play PnP RPGs via net.
* Only 1.4 MB in size
Has half of what you want effectively built in (handles netcode by itself, tile-based, chat is incredibly simple). Tutorials are sorely lacking, however, and the forum is populated by 13-year-olds, with perhaps eight people who know what they're talking about. The UI is mostly immutable and all icons are 32x32 pixels.
The Vassal Engine is fantastic for board games, we used to have a game on thread for this. I was going to post this but couldn't remember it's name. This is exactly what you're looking for.
Yeah, thanks for the great reccomendation, I'v been working with it all day and nearly have a finished prototype finished without even going through any tutoutials. Has anyone here ever made anything decent with it?
No one here, but look on the modules page of the website.
Custom tokens and decent drawing tools are about the only things it'd offer you. It has a RND built in but is spoofable so I've never bothered to use it.
A zoomed out view of the playing feild with every variety of enemy and player card placed. There will be duplicate enemies in the deck but these are just the basic enemies strewn about the table
A close up shot of the player's characters in their 'safe zone' and the item box where items will be dropped in by Brad at random for them to use, such as ammunition, health items and obviously the rocket launcher
A zoomed in shot of all the enemy cards, minus their duplicates. Stats indicate
'P' afflicts the character with poision damage if this enemy attacks them
'M' shows how many spaces they can move on their turn
'R' designates what range their main attack is
'K' defines if they can be sucsesfully stunned with a knife slash
'KX' signifies that this enemy will die instantly if they come into contact with a character with a knife
The 6 sided dice roll +, or the number singinfies how much endurance they have
Wesker and Tyrant work a little differentley than the rest of the enemies but you don't need to know that right now. It all sounds complicated but I'v made sure the mechanics are extremley easy to get to grips with and the game moves at a fast pace. Whew anyway, great reccomendation on this program, plus, I'll be looking for willing playtesters for this some time in the week. Anyone who is interested in playtesting this for me later on in the week please say so
I've never played a CCG-esque game competitively though. My experience is limited to about 90 minutes of M:tG in which I got my ass handed to me. Twice. By an 8 year old.
It's a weird sort of playstyle, I couldn't really describe it being similar to many other CGGs, plus, this isn't even a 'collectable' card game, all you control are the 4 STARS members and must move them out of harms way and decide how and when to attack and use/manage items.
And let me state again it's only a SINGLEPLAYER game.