5th layer request

Thoughts, Help, Feature Requests, Bug Reports, Developing code for...

Moderators: dorpond, trevor, Azhrei

Forum rules
PLEASE don't post images of your entire desktop, attach entire campaign files when only a single file is needed, or generally act in some other anti-social behavior. :)
Post Reply
User avatar
Jshock
Dragon
Posts: 311
Joined: Sat Jan 26, 2008 8:55 pm
Location: West Warwick, RI
Contact:

5th layer request

Post by Jshock »

Wyrmwood and I were having a discussion:
http://forums.rptools.net/viewtopic.php?p=66767#66767
he gave me an idea: a wall layer, to go above the background. The wall layer could have a couple of properties:
1) Anything drawn on the wall layer has some special effects added to it (drop shadows, bevels, whatever)
2) Anything drawn on the wall layer automatically has topology applied to it
Just an idea.

User avatar
Orchard
Great Wyrm
Posts: 1852
Joined: Fri May 09, 2008 10:45 am
Location: Doylestown PA
Contact:

Re: 5th layer request

Post by Orchard »

Jshock wrote:Wyrmwood and I were having a discussion:
http://forums.rptools.net/viewtopic.php?p=66767#66767
he gave me an idea: a wall layer, to go above the background. The wall layer could have a couple of properties:
1) Anything drawn on the wall layer has some special effects added to it (drop shadows, bevels, whatever)
2) Anything drawn on the wall layer automatically has topology applied to it
Just an idea.


I like the idea...but if we do this, it needs to be coupled with a movement layer that I've proposed...and also block movement.
0+0=1, for very unstable CPUs.

User avatar
Jshock
Dragon
Posts: 311
Joined: Sat Jan 26, 2008 8:55 pm
Location: West Warwick, RI
Contact:

Post by Jshock »

Yeah, that makes some sense... movement would be like topology (but seperate)?

demonnic
Cave Troll
Posts: 53
Joined: Sun Sep 07, 2008 10:03 pm

Post by demonnic »

yeah, seperated for things like, you can't see through the fog but you can move through it.

User avatar
Orchard
Great Wyrm
Posts: 1852
Joined: Fri May 09, 2008 10:45 am
Location: Doylestown PA
Contact:

Post by Orchard »

Jshock wrote:Yeah, that makes some sense... movement would be like topology (but seperate)?


Yes...with support for user defined cells of movement cost etc. I am thinking of something that would allow for users to define spaces for a board game (like monopoly or Talisman) that use non-uniform movment sizes and for D&D where terrain can hamper movement...
0+0=1, for very unstable CPUs.

User avatar
cubeblue
Cave Troll
Posts: 95
Joined: Tue Aug 05, 2008 12:50 pm
Location: Washington, DC

Post by cubeblue »

Awesome ideas, guys.
& So Forth a blog about dungeons & dragons & so forth. With a particular eye for virtual table-top play, 5e, and OSR themes.

Benz72
Giant
Posts: 229
Joined: Thu Jul 31, 2008 6:13 pm

Some considerations

Post by Benz72 »

If walls are going to block movement might we consider having some kind of layer-token interaction such that it can account for harge critters stepping over walls (chech size modifier of token vs height of wall, or see if token has 'ability to fly'=yes such that those creatures would ignore the wall's effects?

Of course a wall joining a roof could be modeled as 'full height' meaning that there is no way over it and it impedes all movement.

Just trying to bring some awareness to these issues before the writing is set developed and a change would be harder.

Another idea (and I don't know if this is already a consideration) is non-opaque walls.
Dirty windows let in a little sunlight into the otherwise dark warehouse...
The beaded curtain obscures 75%of your vision but you can still see a little bit of what is beyond it...
Fog as mentioned above, can not only be moved through, but does not completely block vision like a wall.

Thanks

JoeNotCharles
Kobold
Posts: 14
Joined: Wed Sep 17, 2008 11:17 pm

Post by JoeNotCharles »

While we're asking for more layers, a "100% guaranteed to go on top" layer above the token layer would be useful for scribbling temporary drawings.

User avatar
Full Bleed
Demigod
Posts: 4558
Joined: Sun Feb 25, 2007 11:53 am
Location: MD
Contact:

Post by Full Bleed »

A new layer system is scheduled for 1.4.

User avatar
trevor
Codeum Arcanum (RPTools Founder)
Posts: 11311
Joined: Mon Jan 09, 2006 4:16 pm
Location: Austin, Tx
Contact:

Post by trevor »

Full Bleed wrote:A new layer system is scheduled for 1.4.


Correct, at which time the features you suggest can be integrated.
Dreaming of a 1.3 release

Digitalsabre
Kobold
Posts: 2
Joined: Sat Sep 26, 2009 4:02 am

Re:

Post by Digitalsabre »

Full Bleed wrote:A new layer system is scheduled for 1.4.


trevor wrote:Correct, at which time the features you suggest can be integrated.


Can you give us any details regarding the new layer system? Will it be dynamic in that a GM will be able to have a number of layers of their choosing, each with settable properties/effects, in a z-order of their own design?

Imper1um
Cave Troll
Posts: 92
Joined: Mon Sep 28, 2009 7:46 am

Re: 5th layer request

Post by Imper1um »

I'd rather have unlimited layers, and the behaviour of layers depends on what you choose...

User avatar
Azhrei
Site Admin
Posts: 12063
Joined: Mon Jun 12, 2006 1:20 pm
Location: Tampa, FL

Re: 5th layer request

Post by Azhrei »

(Moved to the MapTool forum. This seems less like a new application and more like a subtool within MapTool -- similar to the VBL tool, the FoW tool, and so on.)

There are lots of threads already about a reconfigured layer system as well. :)

Post Reply

Return to “MapTool”