Forum Replies Created
26/07/2020 at 19:59 in reply to: Keen Master’s Toolkit user – here’s some feedback and suggestions! #103335
My solution to item 2:
I have taken the animated circular portal, copied it several times and changed their colors. I then move those behind the tokens of my creatures and scale them so they’re just a bit larger than the tokens, then grouped them up so I can easily select and move them. In my notes, I can have “Orange Zombie, Yellow Zombie, Green Zombie” and a bit of space for initiative. The current “Dark Souls”-like campaign I’m doing, I can just print off every encounter on the map and players can just go from group to group.
I imagine the DM could hide the circles from the players, just so that they show up to the DM.
ah. that makes sense
@Nathan, if you want to look at it, Dungeon Painter Studio has the ability to make circles both with textures and with walls, much like a vector drawing program. They also do multi-point splines and curves, both with floor textures (or water, lava, etc) and the walls.
I’ve used several map making programs, and I really like the potential in this one.
Randomization sounds great!
The first dungeon I ran my PCs through, I spent 5 minutes prep time moving sliders around so that the ambient noise wouldn’t seem so predictable.
Looks amazing. Now, will these be small to medium sized pieces we can click together, or just like the example, large set pieces of limited use?
I’d like it if there were seamless sections of water that we can weave back and forth, with generic grass texture to fill around. If not, how about just a large sheet of water, that is seamless? I could put a river bed on the bottom layer, the river sheet next, and draw grass on top of all of that.
Same with the bird flight path. That should be a separate instance that we overlay and can control the speed and how often it repeats.
With the tokens incoming, I’m hoping for limited ‘programming’ where we can have flocks of birds frightened out of trees, bats out of caves, or even lighting and special effects that trigger like traps when the tokens move onto the space (or section) the GM specifies.
The trees look great, but I’m hoping that something like that is handled so that the trees are individual, with the map engine adding the shadows.
Just having little groves of trees that we can’t rotate (the shadows will be going different directions if they are baked in to the animation) will really limit this option.
This animated dungeon idea is what really sold me on this, and I’d love to use it.
Alrighty. Everything seems to be working. Thanks for the help.