Network data scrolling

The data is rolled directly on the map. They hit the walls, the floor, bounce on the monsters and fall gently for everyone to see. With each roll of the dice, a Journal is created so that no roll of the dice is lost. And all this in real time and in a multiplayer network. We have the following data: d100, d20, d12, d8, d6, d4 and d3. We took great care in simulating the roll. The time it takes to drop the data on the map and the speed with which the mouse moves influence the result. This combination of random rotation with real-time mouse input greatly improves the simulation of the data roll. Good luck!!!

Modification of the map by GM in real time

The GM can modify the map in real time during the game. Rooms can be created, maps can be loaded or imported, monsters, enemies and even entire maps can be modified during the game. We wrote a special algorithm that sends to all players in real time only what has been modified on the map and with that we have been able to significantly reduce network traffic. What does that mean? NO LAGS!!!!
In addition, the DM can move players’ avatars wherever they want, change them in size or rotation and all this is reflected in real time even if the player is controlling his character.

Rules and character sheet

This was a really difficult decision. If the idea is to do something that helps the RPG Master it is clear that rules have to be built into the software. But – wait a minute – what rules? Which RPG? There are hundreds – perhaps thousands of different RPGs created over the past 50 years, many of them with hundreds of pages of rule books. It is an impossible task…

So we decided to do the most difficult. We took a while but we did it: Multiverse designer comes with a programming language created by us specifically to define rpg rules, called Criteria. It uses user-defined tables and simple commands and expressions that can define – at least theoretically – any rule in any RPG. A simulated “computer” was built within the software specifically to be able to execute the Criteria definitions, so as not to interfere with the game’s performance.

Of course, the character sheet is part of the Criteria language! Each RPG has its own character sheet and specific rules. Once the rules are defined Multiverse designer will not only apply these rules in the game, but also create the character sheet that can be changed by the players and the DM.

We are going to launch Multiverse Designer with the most well-known RPG rules on the market (respecting the intellectual property of each rpg), but the idea is that now we have a tool that will finally allow many people to have a Virtual Table Top with rpgs of lesser reach than they would never be implemented in software of this type. Like environments and lights, the same tools that we use at Toopan to create rules will be made available as an integral part of the game.
You can also use Criteria to create your own rpg with your rules! Or, simply duplicate an existing rule directory, change its name and create your own variant of your favorite rpg!

Realtime Fog of War

Fog of war is calculated in real time. Objects, pieces, enemies, in short, all objects on the screen are calculated in real time to know what each character is seeing at the moment. Fog of war is optimized so as not to interfere with the movement of networked players. Each player, of course, has his or her own fog of war and so a player will be able to see a monster or a passage while another player may not. An important feature is that the shadow of the objects is not affected by the fog of war, so you can often know that there is something The GM can turn the fog of war on or off. Monsters can hide behind pillars or even around the corner, creating very interesting combat situations

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