![]() ![]() I'm also aiming for fluid and responsive interactions even for higher lags. Instead of performance improvements, there are more modern graphics including optional fully 3D environments. Larger play areas should be possible, though I'm not sure what the limitations of TTS are in that regard. Right now, thanks to the editor and the concept of game packages, things like multiple starting configurations are already possible without scripting. The game has been programmed with scripting support in mind, but the implementation is a larger effort and will not be ready for the start of Early Access. General scripting support is one of the most important features on the roadmap. Hi, thanks for the well-posed question! A few comments on your examples: I could see TP being a valid contender ideally, TP could focus on the wargaming elements that TTS struggles to handle well, but again, this would totally depend on implementation. If there was, perhaps, even more in-depth scripting support, larger play areas, significant performance improvements, larger player count, etc. What exactly do you all have in store for this game that you expect to convince the virtual tabletop community to stratify between these two games? If these features are the major draws to this game, I don't expect it to be able to win over anybody already satisfied with TTS. If TTS "gets the job done," has a slew of real world games that are easily accessible already via the Steam Workshop, and is already owned by a majority of players interested in playing board games virtually, how will TP convince those players who are more than content with what we have, to spend the additional money for another game that does essentially the same thing?Įven the store page seems to only list features that are identical to those found in TTS, down to the extremely limited player count. My question is, what is TP bringing to the "table" (ha) that is going to make it a valid competitor with TTS? Even if this is a decent game, the fact that TTS is such a mainstream and omnipresent title, means that it'll be difficult to convince players to leave TTS for TP. It's impossible to develop a game like this and not expect the inevitable comparisons to Tabletop Simulator, which has a firm grasp on the genre of "virtual tabletop experiences." TTS has a very mature custom content community, with a well documented custom content pipeline, with deep support for scripting with lua integration. ![]()
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