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Thread: WGS for Tabletop Simulator

  1. #1

    Default WGS for Tabletop Simulator

    As some of you may have seen over in the officers club, I have been tinkering with creating a version of WGS in tabletop simulator.
    Rather than continue to hijack that thread, I have created this one to document progress.

    Initial plan for a first release is to have a largely manual version (i.e. physically manipulating pieces as in real life) with up to 8 A6M2s, F4Fs or P-40Es on the table. The mix of aircraft (fighter bases only) can be easily altered and expanded as only the relevant 3D models are required as the various manoeuvre decks and fighter bases are already created.

    As of today the initial version is 90% complete in that the assets exist to play manually, however I need to tweak the table design and a few components such that everything is actually usable and the relevant hidden information remains hidden.

    In the longer term I am looking at scripting various features to make play flow much more easily and will be implementing them in largely this order:
    - Model 'peg' adjustment (already implemented) - the models float above their base and can be adjusted in height using +/- buttons.
    - Automated firing range/arc checking - presenting a list of viable targets
    - Automated movement of 2nd card to 1st slot - initially a simple button to shift cards and speed token over.
    - Automated altitude - tracking climb counters and once sufficient then incrementing model altitude.
    - Automated damage tracking - initially a simple boom chit detector, but eventually a total value calculator and special damage announcer (e.g auto draw of fire/smoke chits). If i can figure out turn traking, removal of smoke/fire chits and drawing of associated damage could be automated.
    - Automated movement - this is the biggest and toughest one to crack but should be achievable.

    As things progress I will almost certainly make some visual tweaks as well.

    Comments, suggestions and assistance all welcome!

    Some teaser material on progress so far:

    P-40s in flight.
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    A Damage Chits
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    Player Dashboard
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  2. #2

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    Is this project can be of any help ?



    https://forum.unity.com/threads/wing...-alpha.271276/

    The author says :
    This is an early alpha/prototype that I worked on for ARES games and their Wings of Glory game.
    Note that I worked on this prototype for free, as a proof of concept and to demonstrate my development skills (or lack thereof) to ARES.
    Note this game, at this time, has not gone into production, so if you are a fan of Wings of Glory and would like them to make this game please contact them
    .”

  3. #3

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    A good example of a game very easy to follow. The cliks were a bit offputting though.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  4. #4

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    A little more tinkering today, now just about ready for initial release. At the moment damage is not hidden properly from to other players, though I should be able to fix that eventually. I have cracked the automated movement problem too, at least in theory. It will require some time to code up vector information for each movement card and creating the links between player board, cards and aircraft base is tricky, but the basic principles are working in my test version. Initial release will require manual movement.

    Not quite got as far as measuring individual targets, but this simple arc ruler tool is less code intensive and very user friendly. It simply toggles on and off via a button on the miniature base.
    Click image for larger version. 

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    No need for special code to chose manoeuvre cards just yet, TTS has a handy inbuilt deck search function. Way down the line I might work on restricting cards to legal moves, but then where would be the fun of your opponent over-stressing their aircraft and crashing!
    Click image for larger version. 

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    Last things to do before initial release are stat cards for the aircraft to go next to the player boards. These may eventually be replaced by automated 'decals' for the player board and mini base. Hopefully will have a version live on TTS at the weekend. If anyone wants tro playtest, I'd be happy to have a game!

  5. #5

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    Ok, first version is up on Steam Workshop:
    https://steamcommunity.com/sharedfil...?id=2081041122
    Plenty still to do, but I'm getting my head around the code side of things now, so hopefully more automated functionality soon.

  6. #6

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    That looks good, Monse. It is a great pity that Ares did not take it further. I too found the clicks annoying though.

    Your game also looks good, Woof, but it will be a while before I can try it because I have to install Steam first.

  7. #7

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    Slowly plugging away at the automated bits and pieces. Automated numerical damage tracking is now working. I need to work on the presentation but it will happily count your damage tokens which is a start. Special damages trigger a prompt, but I hope to also have them present you with the correct tokens in future.
    Click image for larger version. 

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  8. #8

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    Just uploaded an update with the automated damage counting and special damage alerting embodied.

    Next step with damage is to auto-compare to the aircraft's 'health' value and alert if destroyed. This is part of a wider chunk of coding required to assign aircraft parameters to the player boards based on the aircraft selected. This should also allow climb counters to be counted vs climb rate, ceiling to be enforced and eventually special damage conditions to be tracked.

    I have also been tinkering with automated movement. this has moved up my priority list given how clunky and imprecise moving the cards/bases around is in TTS. At the moment this is just a coding test table you can see in the video and it only triggers 2 different manoeuvres, but you get the general idea. The eventual intent is to have buttons on the player board to first flip the cards and speed token, then execute the manoeuvre and finally retrieve the card and move everything from the #2 to the #1 slot. This does require me to assemble a database of cards as vectors in terms of fwd, side-ward movement and rotation, which may take a while! It's also proving tricky to determine where each element of the movement code best sits as in TTS code is either global or attached to specific in game objects, so presently I'm passing vector details from the card to the aircraft base which then moves the card and executes its own movement. This code will also have to interface with the player board to determine which card and speed token has been planned.


    I've also been tinkering with this:
    Click image for larger version. 

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  9. #9

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    Getting there!

  10. #10

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    Wow, great progress... I've yet to dig into building with TTS, so this has been a lot of fun to read and follow along!

  11. #11

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    A longer video covering some of the recent developments. Fully scripted movement is almost there, a few tweaks and much error handling to add!

  12. #12

  13. #13

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    Looks very promising. I guess I'll have to find time to Steam now
    Karl
    It is impossible for a man to begin to learn what he thinks he knows. -- Epictetus

  14. #14

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    More progress.

  15. #15

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    I like what I see Mark.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."

  16. #16

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    Looks great!

  17. #17

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    Very clever and looking great. Looking forward to the first AAR's.

  18. #18

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    Updated on Tabletop Simulator Steam Workshop. Automated movement works now!

  19. #19

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    This looks very very good, Mark.
    Will there be an ability for players to play remotely, that is from 2 different computers, so I could play you from the USA?
    One thing I noticed, though: when you drew damage for the Wildcat, you got an 8, an 8, and a 5 for 21 hits. The Wildcat starts with 17, but you game left it with 1 point.

    Definitely liking what you're doing.
    Karl
    It is impossible for a man to begin to learn what he thinks he knows. -- Epictetus

  20. #20

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    Quote Originally Posted by Jager View Post
    Will there be an ability for players to play remotely, that is from 2 different computers, so I could play you from the USA?
    Yes. If you are not familiar with Tabletop Simulator, it is set up for both solo and online play. The WGS module I've been working on is geared towards online multiplayer, though you could use it with a solo app. I'd be happy to conduct a demonstration game online with anyone who wants one.

    Quote Originally Posted by Jager View Post
    One thing I noticed, though: when you drew damage for the Wildcat, you got an 8, an 8, and a 5 for 21 hits. The Wildcat starts with 17, but you game left it with 1 point.
    I spotted that this morning too! Turns out I forgot to load the most up to date A damage chits to the mod so they aren't getting counted. I'll put a patch out this evening to fix it.

  21. #21

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    No, I've not done any gaming on Steam....on any on-line gaming at all.
    Old dino that I am
    But this does have a great deal on interest for me, with friends....well around the world to play with
    Karl
    It is impossible for a man to begin to learn what he thinks he knows. -- Epictetus

  22. #22

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    I have done Total War in all its incarnations on Steam Karl and it can be good fun. I do like the look of this game as it developes.
    Rob.
    "Courage is the art of being the only one who knows you're scared to death."



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