The June update is here: It brings glowing objects, improvements to editor and snap points, new keybindings, new scripting UI options, and more!
You can now add Emissive Maps to models in the editor: They work like a regular texture, but emissive colors are not affected by lighting and look like the object is lit by itself. When used without a regular texture or Normal/Extra map, the object is not lit at all, which looks less realistic but keeps colors closer to the original image. The alpha channel of the emissive map acts as a brightness multiplier: when it is lower than 1 (parts of the image are transparent), both the regular color at that spot and the color from the emissive map are multiplied. Erasing parts of the emissive map completely leads to a high multiplier, allowing you to make parts of the object glow!
Cards and multistate objects have a switch in the editor to make them emissive, effectively switching off lighting for them
Add buttons in the card editor to increase or decrease card index by one
Add buttons in the card editor and snap point editor to apply tags to all cards
New options for snap point rotation: snapping upright or upside down without further rotating the snapped object
Add keybindings for rotating the camera (not set by default)
Add keybinding for toggling drawing mode (by default "I")
New rotation option for taking objects out of containers: in addition to default rotation and container rotation, you can now select "Flipped" in the container properties
Improved network traffic for smoother play on slow connections
"Rotate thumbnails" setting now affects container explorer as well
The object coordinates window now allows arranging object into a hexagonal grid
Scaling Gizmo now scales uniformly when uniform scaling is active in the object coordinates window
Add keybindings for HP Reverb motion controllers
A new option in the advanced interface settings allow you to change the behavior of the Flip/Upright key (middle mouse/F) when holding a group of objects: instead of flipping or turning to their default rotation, align all held objects to the rotation of the grabbed object
Flip order of cards in the stack explorer when the inspected stack is face down, so the first card in the explorer is always the card at the top
Scripting
Add new `PlayerPermission` class and use it in the play methods of `Sound` to determine for what players a sound is played, and in `UIElement.players` to control which players can see a UI
Add `UIElement.presentationStyle`, allowing UIs to automatically align to the camera or to be shown directly on screen
Add new parameters to `GlobalScriptingEvents.onScriptButtonPressed` to indicate whether modifier keys (Shift, Ctrl, Alt) were held while pressing the button
Return whether a line was added successfully on `GameWorld.addDrawingLine` and `GameObject.addDrawingLine`
`World.getTableHeight` did include ground objects (in addition to just the table) in the height calculation
Fixes
Object Coordinates > Arrange Grid > "Keep rotation" function is reversed
Blindfolding was allowed while editing a template in preview mode
Autosaves were generated while in main menu
Physics for tables with custom colliders could get activated when loading a state in-game
When changing the back image type for cards in preview mode, the card wasn't updated visually. Sometimes this could also happen in the editor.
Loading stored camera setups in very quick succession would cause a wrong result
Pressing "Save as new" for a new template resulted in an error
Player rotation could remain snapped when changing the snap angle setting in-game
Since the last update, cursors of other players were hidden when in screen cursor mode
In some circumstances, zones did not prevent snapping or hide cursors on clients
Cards with square shape could show slight ghosting of the back image on the front
Fix a crash related to accessing online URLs from scripts
Held dice and other clumped together objects could knock over other objects at low hold heights
Clients changing object descriptions did not have an effect for other players
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These new updates we've added are just some of the many features on our early access development roadmap for Tabletop Playground, which you can check out on our Trello HERE.
Don't forget to join our community Discord to chat with the dev team and give us your suggestions for new features for the game!
Tabletop Playground
Plasticity Studios
Modularity
2020-05-15
Indie Strategy Simulation Singleplayer Multiplayer Coop EA
Game News Posts 49
🎹🖱️Keyboard + Mouse
Very Positive
(87 reviews)
https://tabletop-playground.com
https://store.steampowered.com/app/838410 
Tabletop Playground Linux [2.89 G]
Utilize specialized tools to play niche and complex games with up to 16 players across PC and VR. Get ready for the definitive tabletop gaming experience, with Tabletop Playground.
16 Player Multiplayer
Play solo or with up to 16 players simultaneously online, with cross platform play between PC storefronts planned. Save and resume games at any time and discover a never-ending selection of games to be played with friends or strangers across the world.
Modern And Satisfying Controls
Featuring powerful physics and responsive, snappy controls, every move and action is as satisfying to do as it is in real life. Whether through a screen, or through virtual reality with and without motion controllers, experience more responsive and fluid gameplay than ever before.
Powerful And Accessible In-Game Editor
Adjust the rules and enjoy tabletop favorites exactly how you want, or quickly forge your own ideas into original games. The easy to use and powerful in-game editor, coupled with JavaScript scripting to allow for complex rules and actions, means you’re only limited by your creativity. Share your games with the world through mod.io in game, allowing for cross platform and store mod support for your creations.
Specialized Tools For Niche Games
Built from the ground up with greater functionality for war-gaming and niche games in mind. Utilize specialized tools to create formations, measure distances/angles, access movement/dice roll history and use custom measure units. Digital war-gaming will never be the same again!
Realistic Graphics And More Customization
Through the use of Unreal Engine 4, experience the ultimate immersive game sessions you can have playing tabletop games online. Personalize your game space with beautiful and cozy 3D locations and lose yourself in the detailed game pieces and realistic graphics.
- Processor: Dual-CoreMemory: 4 MB RAM
- Memory: 4 MB RAM
- Graphics: GeForce GTX 760 or higherNetwork: Broadband Internet connection
- Storage: 4 MB available space
- Processor: Quad-CoreMemory: 8 MB RAM
- Memory: 8 MB RAM
- Graphics: GeForce GTX 980 or higherNetwork: Broadband Internet connection
- Storage: 10 MB available space
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