Hello!
What a nice suprise the Manjaro pakcage manager came up with!
I’ve been searching high and low for ages for a FOSS light game prototyping option. The third dimension matters, which made Vassal impracticable.
So I’ve been toying with singleplayer TC a bit now. It’s awesome, so bravissimo to drwhut and every other contributor ![]()
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I have hit a few snags, particularly for the stack manipulation I’m looking for. A rewrite is ongoing, but this may remain relevant.
What I need: stacks of game pieces (think wooden cubes, magnets etc.) that:
- can be easily moved around as a whole, without toppling or breaking up
- can conveniently be split into smaller stacks
- can have pieces added or removed at/from any location in the stack, not just the top
The current token stacks do (1), but (2) and (3) seems limited to removing the top x tokens. I imagine more options would be convenient for cards too, not just tokens.
EDIT: I realised just after posting that (2) and (3) are in fact quite easily proxied by a few remove-top-x and drop operations, particularly for unmarked tokens where you don’t need to inspect their upper face. For marked tokens and cards, a more involved interface (e.g. fan of cards, or just a list with selectable items) might still be worth the effort? So you can e.g. easily find all the aces in a deck and put them on top.
I tried the alternative of ‘DIY stacks’ by just piling up those cuboid number dice, but this is far too finicky to work. (It’s hard to stack them to begin with; and stacked dice keep jittering around and toppling. I noticed an issue on Github where the poster felt the physics are ‘too realistic’ and should be toned down for gaming convenience. They do feel very high-strung and bouncy and, to me, hyperrealistic… For instance, it’s really hard to gently lift the chessboard without all pieces flying off wildly. And fallen pawns seem to keep rolling like a perpetuum mobile. Must be a universe with different fundamental constants ;-))
Even if the physics were toned down a notch, toppling would probably remain an issue for DIY stacks. I reckon ‘magically’ sticky game-defined stacks are the way to go.
So for concrete questions:
- Is a stack manipulation interface with more possibilities (as above) planned, or might it be considered?
- Has anyone created stacking cubes/cylinders/etc. assets yet? If not I’ll have a gander, but no need to do double work.
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Finally, a ‘weird’ stack-related bug:
- add a chessboard to the table
- add 10 square tokens to the table to form a single stack, one of each colour (colour may or may not matter)
- lift the stack and scrollwheel it down ‘into’ the chessboard
- voilà, your stack is now shuffled :-?
I imagine that’s not the intention. Stacks with other numbers of tokens seem resistant to this forced shuffling, but I haven’t tested systematically.
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Thanks for all your efforts! (^_^)b