I have build a table for our RPG sessions (DSA/Deadlands/Paranoia) which incorporates a large 24" LCD Display for showing maps during the sessions.
What I'd love to have is a piece of software that allows me to show only parts of the map (fog of war), but show the whole map to the gamemaster on his laptop (and of course the areas tinted that are not yet uncovered).
I thought of creating this in electron using 2 windows (one for each display) and mirrored webviews in each of them to display pdfs/jpegs/etc.
Update: Current prototype can be found here: https://github.com/dragonchaser/mapinator
This project is part of:
Hack Week 18
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Gods & Steel: Tactical Prototype by pherranz
Description
A turn-based tactical combat prototype built in Godot, featuring two techno-sorcery factions in strategic warfare. This proof-of-concept demonstrates core gameplay mechanics including alternating activations, unique faction abilities, and tactical positioning on a grid-based battlefield.
Goals
Primary Objectives: Implement a complete turn-based tactical combat loop with alternating unit activation Create two distinct factions with 3-4 units each, showcasing unique mechanical identities Develop a modular code architecture for easy expansion to additional factions Deliver a playable 3v3 battle scenario with basic AI opponents
Technical Milestones: Grid-based movement and positioning system Alternating activation turn manager Unit ability system with faction-specific mechanics Basic AI decision-making (move → attack patterns) Health/damage system with win/lose conditions
Stretch Goals: Simple cover system for tactical positioning Additional faction-specific special abilities Enhanced visual feedback for actions
Resources
Technology Stack: Engine: Godot 4.2 Art Style: Top-down 64x64 pixel art Programming: GDScript Version Control: Git Tools: Aseprite/LibreSprite for pixel art, TrenchBroom for level blocking
Development Approach: Day 1: Core architecture (scenes, grid system, unit base class) Day 2: Turn management and basic movement Day 3: Combat system and faction abilities Day 4: AI implementation and balancing Day 5: Polish, bug fixing, and demo preparation
Technical Architecture: Scene Manager (handles game flow) Grid System (pathfinding, positioning) Unit Manager (turn order, activation) Faction System (modular ability definitions) AI Controller (state-based decision making)
Asset Pipeline: Placeholder art → Greybox prototyping → Final pixel art Modular unit definition using Godot's resource system Data-driven ability definitions for easy balancing