Tabletop Simulator
tabletopsimulator.com
tabletopsimulator.com
I've found it very challenging to get started (to be fair, I was trying to start with HeroQuest - it's not complicated rules-wise, but there's a lot of pieces to move around). I think each game maker can make their own choices about how the UI should work so it's not clear what I should be looking for (in terms of UI widgets). Then they need to document how the game UI works which seems to be hit-or-miss depending on who wrote the mod.
For Heroquest, at least, it then seemed like I needed to spend a bunch of effort to get past the 3D aspects of the game in order to focus on the actual gameplay (which is fundamentally 2D).
At the end of the day it feels like trying to smash a 3D peg into a 2D round hole - I love the idea but in practice having a dedicated, 2D board game framework seems like it might be a better fit for board games.
What have you all found?
How did you get started?
How do you find good docs?
Is there a Boardgame Simulator out there that I'm missing? :)
BGA also has a licensing policy, which means BGA needs to figure out a license for a game prior to you working on it.
I would actually love to meet more people in your situation, I myself was kind of fed-up with the current state of TTS, which are either too obscure/complex, or simply not performant enough.
If you want the software to set up the game for you and automate some of the aspects of playing it, yes, that requires someone to have taken the time to script out those interactions.
Some scripted games on the workshop are really impressive. Munchkin and Gloomhaven come to mind as games that have really great user made scripted interactions. The official DLC is pretty quality as well, such as Wingspan or Viticulture.
A corollary to this is that there's actually a reasonably high baseline for how good/bad a game can be on TTS: the ceiling on a good web or phone implementation of a game is very high, but a poorly designed GUI interface for a board game with bad scripting can easily become unplayable. On TTS, things usually are never worse than "well, there's no automation and we have to disable snap-to-grid, so we have to move things around by hand, just like you would in real life". Similarly, the amount of time you have to spend learning is bounded by the time it takes to learn the game IRL, whereas for GUI implementations of board games you usually have to learn the bespoke interface in addition to the board game itself. If your group likes to play a huge variety of games, this flexibility ends up being really valuable.
[0] The one notable exception I've seen for this is http://hanabi.live, which is spectacularly good, and frankly a better experience than real life.
I certainly found it much harder than either any physical or digital implementation that I had tried (but I assume there's some learning curve hump to get over where that wouldn't be true anymore).
Admittedly, we tend to play games with a more euro-game-y slant, so typically the only interactions you need are to click-and-drag to move pieces, and perhaps `F' to flip a card or token over; if pieces need to be rotated to align correctly, it's pretty easy for more experienced players to worry about that if someone is having trouble with the controls. If the games you like to play require more complicated types of interaction, I could definitely see that being a stumbling block, since the interface seems to get exponentially clunkier as the number of distinct bits you need to deal with increases. Playing Bus is a joy, for instance, but I imagine Arkham Horror is absolutely miserable.
edit: To be clear, this is all anecdotal, and TTS has a bunch of warts I don't want to gloss over, but I've been utilizing it heavily since the start of Covid quarantine, and overall I think it's been a pretty positive experience. On whole, although I like platforms like Board Game Arena and software like Vassal, TTS has proven to be better (for my group of friends!) in terms of accommodating a wider variety of people and wider variety of games.
https://github.com/sjbrown/togetherness
It's all HTML, SVG, and JS. No JS framework, either, just straight-up JS. Super easy to get started
Here's an original game implemented using this system: https://turn-base.com/games/lobby/22/ (Buy cards to summon and move chess pieces in a chess game) You'll need to grab a friend to play (no AI). Ping me in discord if the game doesn't make sense.
The creator also has a discord server where he actively answers questions if you get stuck or have feature requests.
There's a beginner tutorial here: https://screentop.gg/learn/beginner-tutorial
All in all, it was fun!
It has a hardcoded background and limited token options, but you can see it live update token positions between the users connected. I actually decided to take another look at it yesterday and I'd like to add some preset game options. And very importantly, add persistence (right now the websocket server keeps each table's state only in memory).
TTS is one of the worst systems for usability. It's clunky, runs very slow, and because the interface is not standard UI, it's just programmer game engine UI it comes off as very very hard to use. Currently, the best product out there is Tabletopia in terms of usability, https://tabletopia.com I recommend you give it a try.
On that front, I'm very aggressively attempting to tackle this part of the market because even Tabletopia has major issues with usability in places. Developers often get confused and think these systems require massive user and permissioning systems, and lots of interaction structure, which is a wrong assumption. Turns out people just want to play games. To that I say, stop building token locking systems into engines, stop building complex joining systems!
Playtable requires no account, merely requires you to give a link to your friends to join. The problem is we're only tackling D&D and tabletop RPGs at the moment but I hope we'll expand out to other systems later.
Can you imagine something like Risk, but with military generals?
Do you think you would ever have the resources to do something like that/
I would absolutely love a VR take on this. A year or so ago, I figured I could manage running games in TTS as a VR player while everyone else just played. Turns out that TTS in VR is far and away less usable than TTS normally is. Just feels like they checked a box to enable VR support in Unity and left it at that. Fuzzy interface that made everything hard to read, clunky VR controls, and basically zero assists. One wrong move and you accidentally clear the whole table. It made TTS's regular controls seem nice, that's how bad it was.
It started out as a VR project and while most people use it on a screen now, VR usability has always been part of the design.
This freedom is good for tabletop roleplaying as well, though if you are working within an established ruleset that has an implementation on roll20 or fantasygrounds those give the gm more out of the box automation tools.
- how to use TTS,
- what are the rules of the game you want to play,
- how those rules are applied in the specific TTS game/mod you use.
The first thing need to be learnt only once, and honestly there's not much to learn. All one needs is:
- WASD/click mouse - scroll
- F - flip
- R - shuffle
- left click - pick/drop
These cover 99% of all use cases.
But then learning rules of a pariticular game and learning how those are applied - these need to be learnt each time when starting a new mod. One way to mitigate this is playing with people who already have experience with a particular mod.
When starting with a new mod by yourself, first it's important to determine how much scripted it is. Some mods are raw physic playgrounds with components from the game, while others are scripted to automate and simplify gameplay. I think those raw mods are easier to get started, because you basically only need to know rules of the game itself and do everything manually same way you'd do when playing actual board game. On the other hand, once you get to know the range of scripts in a scripted mod, it's much easier to play the mod - it's often more like a computer game, where things happen automatically.
Because these mods are all independent, so it's often difficult or impossible to find any documentation about scripts used by the mod. Often figuring that out is basically trail-and-error, which is unfortunate. There are some which provide written instructions though.
I've played Twilight Imperium, Gloomhaven and Gaia Project and I found all of them very enjoyoable (once I learned how to play them). PM me and maybe we can setup a game :)
TTS is actually very powerful once you dig into it. I was annoyed by it at first, but once I sat down and watched some videos, sat in on other people's playtests and gotten ideas for things I can do in my own prototypes, I've discovered just how powerful it is. I haven't dug into the scripting aspect of it yet, but I will before too much longer.
I'm actually going to use it for pitching one of my games to publishers during an event next weekend (a simple abstract game called Cake Walk, I actually have it up on the Steam Workshop so anyone can try it). It's at the link below if you own TTS and you're curious.
https://steamcommunity.com/sharedfiles/filedetails/?id=22173...
I know there's also Tabletopia, which is free up front, but that requires you to pay a monthly fee if you want to set up more than one game, and if you're a designer like me, I've got like 10 active prototypes at any given time. It's still good for people running Kickstarters to let people try out their game during a campaign though.
If any of you own this and like the idea of playtesting games in progress, there's a group that happens pretty much every day of the week. Most meet via Discord, since it's more stable for audio and will stay up even when switching servers. Here's a list below if anyone is interested. I've mostly stuck with the Chicago group, but you might see me in the others at some point:
It's one of those environments you can quickly drop into a Flow state for – visible results, tight feedback loop, endless possibility for creativity (and time sink!).
That said, it is probably the game which MOST needs a freemium pricing model. Convincing everyone you want to play with to drop $20 on a game can be a prohibitive hurdle. No problem for other gamers in your life, but non-gaming family/friends/co-workers...that's a huge lift.
I'd be way more eager to pay double, if it meant I was unlocking "host" abilities to start the game, while everyone else could join for free in an app/website.
> I'd be way more eager to pay double, if it meant I was unlocking "host" abilities to start the game, while everyone else could join for free in an app/website.
Fantasy Grounds got me this way. I dropped the money so everyone else could just download the demo and join in the games that I host. Easily worth the cost to me considering I run a game every other Saturday right now (and trying to run additional games).
He has little Dorito bags and tiny Shrek figures. Seriously, wide selection.
- the number of objects drastically affects input lag. So easy with card placeholders and mods to get into a horrible performance zone where even throwing a dice is lagy.
- It isn't super comfortable
- Not as good as roll20.com even with roll20's limited features, the effort required is 20x lower.
- So easy to get into weird physics interactions. How many times did we try to move a piece, be 1px off, and half the board goes flying.
- very space limited. there's no comfortable place to set up your stuff, just a tiny spot on the side of your player. Very limiting.
Overall I understand why most these problems are not easily solvable, but it isn't a great experience. Good for simple board games, not good for something really complex.
I imagine it would be awkward unless all the players were in VR together since it's a very different interface, but I haven't actually tried playing a game with it.
A 3D representation of a board game doesn't make sense to me if it's constrained to a boxed screen.
We played a TTS game where we needed to pay coins, make change, and take resources each turn. We tried to stack the coins and they would not stack. We tried to take multiple resources and it would not let us, so we took them one-by-one. A painful experience.
We use BoardGameArena, Yucata, and Boiteajeux. All which have interface problems, but vastly superior for speed.
One of my pet projects is to make an open source, self-hosting, modular tabletop gaming platform, so this way ANYONE can write a 'module' and share it, and leave the hosting up to the individuals.
Me, too. I think the fact that game components are physical objects that are rested upon each other limits what can be expressed in a game enough that you could possibly boil them down to a markup language. Then have a single player "host" the game by running a server, and everyone else can connect to that player securely, with access granted only to what the rules would allow them to "view."
I have a fantasy about peer-to-peer boardgaming, with everybody's hand and whatever is hidden behind their player screen on their phone, tablet or laptop. Something that would work as well with everybody in the room together (have a widescreen logged in as an observer of the board) as it does with players on opposite sides of the world.
https://store.steampowered.com/app/838410/Tabletop_Playgroun...
If they ever wanted to do gamified card magic and card handling tutorials, I'd help with that. But I'm definitely not an art assets guy, so that seems to count me out of the game right from the start. I do have the algorithms down, just not the graphics. I think it could work really well on this sort of platform.
I tried messing around with it a few months ago, but gave up when it looked like collaborating was going to be difficult.
For when you only have the trackpad, enable two-digit touch as secondary button.