Maps Configured for Dynamic Light Coming for FoundryVTT
Added 2020-05-19 09:05:16 +0000 UTCI was yesterday in a call with the developer of the new Foundry VTT and we went through various features of the platform with a group of other creators and how to make content for the platform.
What is exceptional about this platform in comparison to other big names in the VTT market, Foundry lets you have total ownership of the content and it's largely community-driven. People are developing support for game systems and modules for added and customized functionality. I've been using the platform for a few weeks now, and I decided to move all my campaigns to use Foundry. I like it so much more than any other platform I have tried. If you got interested it's a one-time license (for Gm only) and you can find videos and more info here: www.foundryvtt.com
I Have Seen the Dynamic Light
Foundry VTT is the only platform I have found so far that allows me to share maps with pre-configured walls, doors, and light sources with my Patreon community. And after experimenting with these features and scene creation and exports, I'm quite confident that this is something I want to try out.
I'm trying to be careful here, so I don't take too big workload for myself to do while still giving you the opportunity to get something that will certainly make your preparations as a GM easier.
I'm making a small introductory kit of my maps for Foundry with watermarks and a 70px grid. This is a test case for myself too, but so far so good. I will post you this pack of maps when it's ready (likely later this week).
Next Steps
Currently, I'm planning to include dynamically lighted maps for Foundry as an additional reward for my higher tier patrons. Each map would require extra time from me to prepare and test, so this would likely be a $10 tier reward. Let's see. I'm still considering my options here.
I'm also figuring out other moving parts here at the same time, so there might be some adjustments to $10 Hero and $15 Legendary tiers during June or July.
In any case, I'm open to hearing your thoughts. I wanted to give you a heads-up and I will let you know more as soon as possible.
Comments
Thanks for joining! I have actually used 70 px per square for public versions, but my map packs have 140px / sq. (actually I'm considering increasing the resolution for upcoming releases). I must admit that I'm not very experience with VTTs, but here's some things I've learned: - Foundry VTT has default resolution of 100px/square. Minimum is 50px/sq and the upper limit is limited only by your hardware performance. - use light sources on the map sparingly. - Foundry VTT has a pretty good built-in weather and lighting system and you can make dark maps easily. There are also modules to add more weather and visual effects to add atmosphere. - Think the maps in squares and with one token per square thinking in mind. For example an elevator with only one square or corridors one square wide, might not be optimal for most situations (unless intentional by design ofc) That's what I can come up with right from top of my head. Again, this might be a pretty good topic for a stream/video... And keep on drawing! Consistency is important :)
Miska Fredman
2020-05-27 11:03:05 +0000 UTCI have just begun using Foundry and though I have made my own maps in the past I'm happy to send a few dollars a month your way to support your great work, it's miles ahead of mine right now. I have a couple of questions for you though to get the best use of your maps, I've already seen you're using 70px grids, do you have any other settings or tips you'd recommend on Foundry scene setup etc.? Thanks.
Douglas Boyle
2020-05-26 04:38:09 +0000 UTCSo i'm very excited to see what you will bring to us thank's to Foundry ^^
xirsong .
2020-05-19 11:08:15 +0000 UTCI just moved to Foundry 2 weeks ago and it litteraly the best thing i made for me and my players. They just love it, and foundry allows me to add more depht to my games (dynamic light, dynamic sounds). And the module just wow ...
xirsong .
2020-05-19 11:07:48 +0000 UTC