Creator’s Program Launch And New Release Window

Hey everyone we’ve got some exciting news to share in this update!

From today, we’re starting a Creator’s Program for Tabletop Playground in collaboration with mod.io, which will going forward be our early access initiative. This will mean you’ll be able to play, test and create content, and share it with other community members, similar to how we’ve been running it previously.

Tabletop Playground Creator's Program Image
Join the Tabletop Playground Creator’s Program today!

But importantly, the program is being run through mod.io, which will be our cross platform solution for mod/user-generated content. We’re want to bring Tabletop Playground to multiple PC storefronts and platforms in the future, but to ensure everyone can access and enjoy the same content regardless of where it is uploaded from, we can’t rely on Steam Workshop going forward.

From today we’ll be handing out a limited amount of codes every fortnight to members of our Discord who are eager to get involved. However, anyone who has already received a code previously will be able to continue testing and be part of the Creator’s Program. 

To get involved in the Creator’s Program and be some of the first players to get your hands on Tabletop Playground and contribute to the development, join our community Discord. Read more about the Creator’s Program on our new F.A.Q. and check out the Tabletop Playground mod.io hub.

Tabletop Playground coming to PC and VR in 2020.
Tabletop Playground is coming to PC and VR in 2020.

Another important announcement, which many of you would have probably presumed by now, but Tabletop Playground will be releasing on PC and VR in 2020. Previously we had been working towards a 2019 release, but through our community’s feedback, we’ve decided to add several more features before release and therefore decided to push back the launch to 2020.

We’re looking forward to having you continue to give us feedback through the Creator’s Program and adding new features for you to check out as we head towards launch next year.

We’re still hard at work implementing JavaScript scripting at the moment and we’ll have more news to share on that front in the coming weeks! Until then, we look forward to chatting with you more about the Creator’s Program and Tabletop Playground on Discord. To make sure you don’t miss any updates, follow us on Facebook, Twitter and sign up to our newsletter.

Card Hands And Playing In A Cyberpunk World

It’s been a while since the last Tabletop Playground development update, but that doesn’t mean we haven’t been busy! We’ve been adding several new features and usability enhancements (and fixing some bugs…). For this update we’ll be showcasing two new features: the card hand and a new futuristic 3D environment!

With the new card hand, you don’t need to go back to your card holder on the table in order to look at your cards or interact with them. They’ll always be at the bottom of your screen for easy access! You can drag and drop cards to reorder, add, or remove them from your hand, just like you would on a card holder. The card hand can be set to always on, always off, or auto-hide as shown in this GIF:

We’ve also been working on the fifth 3D environment that will be available to host your tabletop games in. After fantasy ruins, a western saloon, a 60s living room, and a Victorian chamber, you can now play in a cyberpunk city street.

So if you’ve ever wanted to play a game of chess in a run-down alley of a futuristic city, you’ll finally have the chance!

And that’s not all! Here’s a taste of the other changes that made it into the game since the last update:

  • Player list on screen: You can now open a list of players in the upper right corner of the screen.
  • Better grabbing: When grabbing objects, other objects on top are now automatically grabbed as well. Collision of grabbed objects is turned off for a short time to prevent them from interfering with other objects on pick up. Changed interpolation strength when picking up an object to make the grab look smoother.
  • Secondary object interaction: Added second key combination to interact with objects (shuffles card decks and decreases counters).
  • Number actions: With the number keys, you can initiate an action for highlighted or selected objects. Multistate objects switch to the corresponding state and dice rotate to the corresponding state. For card stacks, you draw the number of cards to your hand.
  • Indexed card backs: A new option for defining card backs in the editor. Indexing a separate back image in the same way as the front image. This allows easy creation of decks where both front and back are different from each other and different for every card.
  • Rotate highlighted/selected objects without picking them up: Using the rotation keys and the Flip/Upright key, you can now change the rotation of highlighted or selected objects without having to pick them up.
  • Raise highlighted card on holders to make the whole card visible
  • “Revert All” button to keybinding settings
  • “Delete All Snap Points” button in the snap point editor pane

That’s all for this update, but if you’re keen to learn more about the features we’ve been working on check out our previous updates on our blog. Until the next update, remember to follow us on Twitter, Facebook and join our community Discord so you can keep up to date on all the latest Tabletop Playground news as we work towards release!

Multistate Madness

The previous posts were all about ways to customize the appearance of objects in the game. But sometimes, changing colors or material is not enough and you want to switch the texture of an object. For example, what if you need a way to count points or have a rulebook with multiple pages ready on the table?

With the new multistate objects, you can switch textures during the game. There are two standard multistate objects included with Tabletop Playground: a 10 state counter and a 100 state counter. You can change their state by pressing a button, using the context menu, or on the object properties window.

When you create your own multistate objects, you can combine multiple components: Just as with standard objects, you can use model components to add arbitrary 3D models. You can also add multistate components. They come in square, round, or hexagonal shape and can have dozens of different texture states.

The texture states are defined in the editor in a similar way as the cards in a card deck. All multistate components of an object are always in the same state. For example, here’s an object with a cube model and three multistate components:

You can now find an entry on multistate objects in the knowledge base, too!

Shiny Heavy Metal

Apart from colors, objects in Tabletop Playground have two other properties that alter their appearance: you can define how rough and how metallic they are.

Roughness determines how “shiny” an object is: an object with roughness 0 is perfectly smooth and will sharply reflect surrounding light. On the other hand, an object with roughness 1 scatters incoming light so you don’t see any reflections or highlights on it.

The metallic value should be 1 for surfaces that are clearly a metal, and 0 for most other materials like plastic or cardboard. Values between 0 and 1 are uncommon, but can be used to achieve special effects.

A light grey sphere with various roughness and metallic values

You can alter the roughness and metallic values for most objects in-game. But when you create new objects in the editor, you can also define which parts of the objects are metallic and how rough any point on their surface is. You can use the “extra map” introduced in the color post: The red and green channels determine where colors can be changed. The blue channel controls how metallic an object is, and the alpha channel controls roughness. Many of the objects included with Tabletop Playground use the extra map for rougher and smoother parts of their surface. Some objects, like the chest, also have both metal and wooden parts.

The chest has both wooden and metallic parts, and its roughness varies across the surface

Any Color you Like

This post is all about colors and how they work in Tabletop Playground. Colors are used in two ways: to identify players and to customize objects.

Player colors

Each player in a game is identified by a color. There are 10 different color options (those are, by the way, based on a color palette that is distinguishable for players with color blindness – click here for some scientific background on the topic). You can switch your player color in game. When you save the game and continue later with the same players, everyone will start with their previously chosen color.

The player color also determines which objects you “own”: currently, only card holders can have owners. Only the owning player (defined by player color) can see which cards are on a card holder. But you also have the choice to set it to ownerless so everyone can see the cards.

Object colors

You can modify colors for most objects in the game. The simplest case is a uniformly colored object: you will set the color of the whole object. You can either freely choose a color, or you can quickly set it to your player color or a configurable custom color.

You can also set a color for simple textured objects: it will “tint” the whole object with that color.

But often you don’t want to change the color of entire objects. Take a chess board, for example: the squares are usually black and white. However, for some chess sets light brown and dark brown may work better, or some other color combination (green and pink, anyone?). The chess board in Tabletop Playground is set up so you can edit both square colors independently. Other objects, like dice, work in a similar way.

If you want to create your own objects, you can also define where colors can be changed: In the editor you can include an “extra map” texture, where red color defines where you want the primary color, and green parts are used for the secondary color. The blue and alpha channels of the extra map are used to define roughness and metallic appearance, which will be the subject of the next post!

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