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Amarkys Legend


Joined: 11/05/2006 Location: France Posts: 280
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| Posted: 11/29/2006 at 7:10am | IP Logged
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French version ?
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weepingminotaur Henchman

Joined: 01/09/2006 Posts: 22
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| Posted: 12/26/2006 at 10:33am | IP Logged
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My DJ wish list:
1. A feathering tool. This is huge for me and would save a ton of time
working on maps on my (old) copy of Photoshop which can only run on
my (old and slow) laptop.
2. A more robust and full-featured text tool. I'd like to be able to adjust
tracking, kerning, etc.
3. Faster load times for objects. For large objects, there's often a long
wait just to load the 'thumbnail' list, and that's a bit of a drag.
4. The ability to save work paths. It's frustrating to lose your carefully
selected marquee path because of an untimely click here or there.
5. Dodge, sponge, and burn tools.
6. DJ really should remember save directories and such.
7. A consolidated Prefs dialog.
8. A full set of monster tokens included with the product.
9. A refresh button so you don't have to restart the app every time you
add new objects.
10. A larger collection of textures, objects, etc.
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Darkness Janni (Moderator)


Joined: 01/02/2004 Location: United States Posts: 1233
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| Posted: 12/26/2006 at 12:16pm | IP Logged
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Very Good Suggestions..
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Kepli Djinni (Admin)


Joined: 01/04/2005 Location: Netherlands Posts: 16809
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| Posted: 12/27/2006 at 4:01am | IP Logged
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weepingminotaur wrote:
My DJ wish list:
1. A feathering tool. This is huge for me and would save a ton of time
working on maps on my (old) copy of Photoshop which can only run on
my (old and slow) laptop.
2. A more robust and full-featured text tool. I'd like to be able to adjust
tracking, kerning, etc.
3. Faster load times for objects. For large objects, there's often a long
wait just to load the 'thumbnail' list, and that's a bit of a drag.
4. The ability to save work paths. It's frustrating to lose your carefully
selected marquee path because of an untimely click here or there.
5. Dodge, sponge, and burn tools.
6. DJ really should remember save directories and such.
7. A consolidated Prefs dialog.
8. A full set of monster tokens included with the product.
9. A refresh button so you don't have to restart the app every time you
add new objects.
10. A larger collection of textures, objects, etc.
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Excellent weepingminotaur
Most of your suggestions are already on the feature request list and I will add the others
Keep them coming people ... even your description of an already existing feature request may help make that feature even better.
__________________ You can never have enough vines - Vines are good - Vines help you - Vines are cool ...
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Kalex the Omen Legend


Joined: 01/05/2004 Location: United States Posts: 267
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| Posted: 12/27/2006 at 6:53am | IP Logged
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As I said in the Adventure Writing thread the features I am most interested in seeing expanded are on the Adventure Writing side of things. I'm not too excited about shading and things such as living creatures that in my opinion "change" on a map during the course of play (due to party light sources, spell effects, etc.).
I think from an Adventure prespective we need multiple maps in a single adventure and the ability to link maps. I would love to see expanded import functionality for many of the character and monster creation utilities out there (eTools, RPGXplorer, DM Genie, PCGen). Updated stat block output to Adventures to match the current WotC/Paizo standard, and I would love to see a professional looking stylesheet that imitates, if not duplicates the look of WotC/Dungeon Magazine adventures. I also think that with WotC pushing an integration of RPG and Miniatures rules it would be good to have the ability to create the "zones" used on miniatures maps (I think someone else suggested this as an extension of the Tokens/Room Numbers objects and I agree). I think the settings for Adventures should be all located in one place so that setting the font should be carried through all dialogs in that adventure unless changed specifically in a particular room or area.
From a sharing standpoint I think sharing should be made easier. HERO Games HERO Designer software now includes the binary for character portraits right in the character file, so when the character is transferred to a different computer the character portrait is there. I think Dundjinni should impliment this sort of solution (or something with the same net effect) in DJA files for non-DJX artwork. With internet connection speeds being what they are these days I can't see many people complaining about having to download a several MB file if it is useable immediately. If this kind of file format wreaks havok within Dundjinni causing slowness or other problems then I think there should be a different export format that does include the artwork.
Sorry if this rambles a bit, but I think that covers everything. If I think of anything else you can be sure I'll post it here.
Regards,
Kalex the Omen
__________________ Kalex the Omen
Dungeonmaster Extraordinaire
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Kalex the Omen Legend


Joined: 01/05/2004 Location: United States Posts: 267
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| Posted: 12/27/2006 at 7:03am | IP Logged
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Oh...and from a non-program, artwork point of view I would love to see official artpacks released with much more frequency. I for one don't have a problem with spending what a current art pack costs, every couple of months (or even monthly) to get quality, integrated official artpacks.
Also seeing artpacks for certain licensed settings (Star Wars, Star Trek, LotR, Babylon 5, Firefly, Battlestar Galactica, etc.) that have the distinctive "look and feel" of those settings for people who are trying to duplicate something that specific.
Edited by Kalex the Omen on 12/27/2006 at 7:03am
__________________ Kalex the Omen
Dungeonmaster Extraordinaire
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Kepli Djinni (Admin)


Joined: 01/04/2005 Location: Netherlands Posts: 16809
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| Posted: 12/27/2006 at 8:38am | IP Logged
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Excellent suggestions Kalex
I think you will see more official art-packs, but I don't know what frequency we will be able to achieve. Making specific settings art-packs is also a great suggestion
__________________ You can never have enough vines - Vines are good - Vines help you - Vines are cool ...
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Keen Henchman


Joined: 11/24/2006 Location: Canada Posts: 33
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| Posted: 12/27/2006 at 12:04pm | IP Logged
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Perhaps a separate EXE that is made for the running of a game rather than the design work and this program would be smaller and faster allowing you to display maps move tokens zoom to individual rooms and even bring up your flavour text. Even include standard area of effect templates which would let you tell which characters are affected.
Best if it even supports a duplicate map window so you could hook up two monitors one at the end of the table just for showing the players maps and your monitor facing you also showing the map and other text and info the players don’t need.
I have that kind of a setup now and I have been using created JPG maps to display on the second monitor but it’s a bit of a pain making sure it’s actually viewable on that second monitor hehe
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Darkness Janni (Moderator)


Joined: 01/02/2004 Location: United States Posts: 1233
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| Posted: 12/27/2006 at 12:16pm | IP Logged
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Kalex the Omen wrote:
As I said in the Adventure Writing thread the features I am most interested in seeing expanded are on the Adventure Writing side of things. I'm not too excited about shading and things such as living creatures that in my opinion "change" on a map during the course of play (due to party light sources, spell effects, etc.).
I think from an Adventure prespective we need multiple maps in a single adventure and the ability to link maps. I would love to see expanded import functionality for many of the character and monster creation utilities out there (eTools, RPGXplorer, DM Genie, PCGen). Updated stat block output to Adventures to match the current WotC/Paizo standard, and I would love to see a professional looking stylesheet that imitates, if not duplicates the look of WotC/Dungeon Magazine adventures. I also think that with WotC pushing an integration of RPG and Miniatures rules it would be good to have the ability to create the "zones" used on miniatures maps (I think someone else suggested this as an extension of the Tokens/Room Numbers objects and I agree). I think the settings for Adventures should be all located in one place so that setting the font should be carried through all dialogs in that adventure unless changed specifically in a particular room or area.
From a sharing standpoint I think sharing should be made easier. HERO Games HERO Designer software now includes the binary for character portraits right in the character file, so when the character is transferred to a different computer the character portrait is there. I think Dundjinni should impliment this sort of solution (or something with the same net effect) in DJA files for non-DJX artwork. With internet connection speeds being what they are these days I can't see many people complaining about having to download a several MB file if it is useable immediately. If this kind of file format wreaks havok within Dundjinni causing slowness or other problems then I think there should be a different export format that does include the artwork.
Sorry if this rambles a bit, but I think that covers everything. If I think of anything else you can be sure I'll post it here.
Regards,
Kalex the Omen |
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I agree with Kalex. I also think it would be better if the adventure writting portion is done as a supplement or add-on package, that way it would and could do more and be specifically designed to handle the adventure writting.
With it incorporated into the maping program I think it is treated as an afterthought.
Edited by Darkness on 12/27/2006 at 12:17pm
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Kepli Djinni (Admin)


Joined: 01/04/2005 Location: Netherlands Posts: 16809
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| Posted: 12/27/2006 at 1:03pm | IP Logged
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Keen wrote:
Perhaps a separate EXE that is made for the running of a game rather than the design work and this program would be smaller and faster allowing you to display maps move tokens zoom to individual rooms and even bring up your flavour text. Even include standard area of effect templates which would let you tell which characters are affected.
Best if it even supports a duplicate map window so you could hook up two monitors one at the end of the table just for showing the players maps and your monitor facing you also showing the map and other text and info the players don’t need.
I have that kind of a setup now and I have been using created JPG maps to display on the second monitor but it’s a bit of a pain making sure it’s actually viewable on that second monitor hehe
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That would make it a Virtual Tabletop and DJ is a mapping program. What you describe sounds like what Battlegrounds, Fantasy Grounds, MapTools, KloogeWerks, etc. do ...
__________________ You can never have enough vines - Vines are good - Vines help you - Vines are cool ...
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