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DUNGEONFOG | Create RPG Maps and GameMaster Notes Online

Created by DungeonFog

Tool for game masters that generates stories based on maps drawn with online editor. Create, share, play, and export maps w/GM notes.

Latest Updates from Our Project:

Partnership with Incompetech
about 7 years ago – Tue, Apr 11, 2017 at 10:22:24 PM

Since our next stretch goal is in reach, we can now officially announce our first music partner: Kevin McLeod from Incompetech.


I had a great conversation with Kevin today and he not only a really cool guy, is also happy to provide us with his music for DUNGEONFOG.

Check out his awesome music library here: https://incompetech.com/music/royalty-free/music.html

So once we have reached our "Soundscape Stretch Goal" there will be not only ambient soundscapes to fill your map, but also the music from Incompetech, that you can assign to your rooms. Once you reveal a room to your players, music and soundscapes will automatically start to play, so you don't have to switch tracks manually anymore.

SOUNDS great, doesn't it?

Mechanics, Stretch Goals, Partners and More
about 7 years ago – Mon, Apr 10, 2017 at 12:02:06 PM

There’s a lot to talk about this week: 

  • New mechanics
  • New stretch goals 
  • New partner
  • more

New mechanics

There are two mechanics I want to talk about today, that will enhance DUNGEONFOG even more:

Brushes 

When we started planning DUNGEONFOG we knew, that a brush tool is important to visually refine maps. So we knew that brushes are going to be part of the toolkit. There are already a lot of solutions out there, that allow you to draw maps with brushes, so having such a tool is no revelation by itself. 

But since DUNGEONFOG is going into a different direction with its dynamically generated GM-notes, we needed to make sure, that brushes will work accordingly to our concept.

In DUNGEONFOG brushes are intended to be a tool for adding the final touch to your maps. Adding dirt or cobwebs to an old dungeon hallway is as essential as adding patches of grass, paths or other “highlights” to an outdoor area. But it has to be visually appealing. So we sat down and worked on a solution, where brushes don't just draw basic lines, but blend into the textures, so your maps always look awesome!

When we started with the brush tool we also realized, that we need to think about it in relation to the GM-notes. So we decided to keep the brush tool out of the DEMO until we clearly understood how they work in DUNGEONFOG. We are now at a point where we know how to tie brushes into the system and give them sense in the GM notes. 

Refine your map with beautiful brushes
Refine your map with beautiful brushes

 

Doors & windows

To our experience (and the feedback we have received so far) most time in the editor is wasted with proper placement of doors and windows. It’s a terrible fiddling to fit doors and windows to a wall. It also brings a technical problem, since a door description in the GM-notes is only half as useful, when you can’t tell where the door is leading.

So sat down and worked on a solution:

Add doors or windows with a single stroke
Add doors or windows with a single stroke

With the new tool, you can simply drag a line from one room into another and we will add the doors and windows automatically. We also know the adjacent rooms and the direction the door was placed, so we could in theory make each door or window swing open into the right direction.

New stretch goals

We have unlocked the second stretch goal this week, and we are close to reach the big one “Soundscapes”. We also listened closely to your feedback and adjusted the distances between the goals: We had a meeting with Toni, our artist this week and we have found a way to incorporate more little steps between our big goals. 

 

New Partner 

We are proud to announce that we have teamed up with Pegasus Spiele!

 

Pegasus Spiele is the official distributor of all Wizards of the Coast (Hasbro) brands such as Magic: The Gathering, Avalon Hill and Dungeons & Dragons. Exclusively included in Pegasus Spiele’s portfolio are the inventive games of Matagot, Steve Jackson Games and White Goblin Games

 

Furthermore, the company also distributes many exceptional game publishers like Abacus Spiele (Hanabi), MeterMorphosen (Gemischtes Doppel), Kylskapspoesi (Gesprächsstoff), Moses Verlag (Black Stories), Blaubart Verlag (Mörderische Dinnerparty) and Adlung Spiele (Teamwork).

Together we are going to provide contests and awesome rewards for all participants in our DUNGEONFOG ALPHA and BETA.

Did you know?

There are currently a lot of great Kickstarter campaigns going on, that we would like to give a shout out:

100 5e NPCs - Limitless Adventures
There is always this awkward moment when your party decides to go of the trails and wants to talk to this one NPC that you have never expected to be of any importance.
With this compendium of NPCs, we will never have to fear this situation again :)

Esper Genesis: Heroic Sci-Fi Role-Playing for 5E (ending soon!)
The second I saw this campaign I instantly fell in love with it. Wouldn't it be awesome to create some crazy space maps for this?

Great News!
about 7 years ago – Wed, Apr 05, 2017 at 02:56:14 AM

Today we had a meeting with Toni, our insanely talented artist.
And we have two great news to announce:

First: Our Fantasy setting is almost finished. I will be able to post the full prop list before the campaign is over.

Second – and even better: We were able to rearrange our stretch-goals, to give you more game settings earlier in the funding process!

So, we have updated our stretch goals:

  • 17.500 - 1st new setting (funded) 
  • 20.000 - 2nd new setting (almost there)
  • 22.500 - 3rd new setting
  • 25.000 - dynamic ambient soundscapes

So, once we have reached 22.500 we will be able to give you four settings, each with 

  • 100 props, 
  • 10 new floor textures, 
  • 10 new ground textures. 

Each setting will be in a different theme (like SciFi, Dystopia, Steampunk, etc.) and you will be able to change existing maps to a different setting. 

Once the funding is over we will ask you to vote on your favorite settings, and we will realize the settings with the most upvotes.

Props & future stretch goals: 

Besides from new props, we have some other interesting features down the line. I will release them as soon as we have reached the next goal. So keep in mind, that not all stretch goals will be about props. 

However, we have found a way to mix in "prop goals" in to increase the amount of props for all 4 settings (eg. from 100 to 125, 150, 175 and 200 per setting.)

So stay tuned!

P.S: We have also restocked our Platin (lifetime free) awards yesterday, so make sure you grab one before they are sold again.

First Stretch Goal Unlocked
about 7 years ago – Mon, Apr 03, 2017 at 11:17:44 PM

With your incredible support we just unlocked the first stretch goal!
Once the campaign is over, all backers will be invited to vote on the new setting.

The following settings have been requested frequently and will be available for voting:  

  • Spaceships & starbases  
  • Steampunk & Victorian age  
  • Lovecraft & Sherlock Holmes  
  • Wild West  
  • Zombie apocalypse  
  • Modern age / 21st century  

The new setting consists of  

  • 100 new props in that setting  
  • 10 new ground textures  
  • 10 new floor textures  
  • 10 new wall textures  

The setting will then be available with ALPHA so you can test and review it as soon as possible.

You did it! We are funded!
about 7 years ago – Mon, Apr 03, 2017 at 02:10:03 PM

Thanks to your incredible support, we were able to get DUNGEONFOG funded within the first week of our campaign. We are blown away at how well received our idea is. When we planned our campaign, we never imagined to reach our basic funding so quickly.

We want to give special thanks to ChaoticAnarchy for being such an awesome assistance in promoting DUNGEONFOG, 3W6Podcast for giving us the chance to introduce our idea to their community, NerdImmersion for his great youtube review Backercamp for helping us with our Kickstarter campaign and Anton Trauner, Reinhard Schmid & BITGEM3D for becoming our partners. And to many more that I'm sure I have forgotten in all the excitement. 

Now that we are funded a lot of stress and promotion work is taken form our shoulders and we can focus on the development to give you DUNGEONFOG as soon as possible.

Being overfunded also means, that we can now start to talk about all those features that didn't make it in our initial planning, since it would have exceeded realistic funding goals (at least, that's what we thought...). 

A lot of those upcoming stretch goals are features, that will enhance your game preparations drastically and will transform DUNGEONFOG from a simple map & notes tool into a powerful toolset for all you existing (and becoming) game masters.

Now it is time to reach for the stars!

We have announced our first two stretch goals:

New game setting 

We will add a new additional game setting of your choice. Once the stretch goal is reached and the campaign is over, we will contact all backers and ask you to decide on the new setting. 

The following settings have been requested frequently and will be available for voting:

  • Spaceships & starbases
  • Steampunk & Victorian age 
  • Lovecraft & Sherlock Holmes 
  • Wild West 
  • Zombie apocalypse 
  • Modern age / 21st century 

The new setting consists of 100 new props in that setting, 10 new ground textures, 10 new floor textures & 10 new wall textures. The setting will then be available with ALPHA so you can test and review it as soon as possible.

A completely new approach to ambient sounds & sound effects. 

We have teamed up with Reinhard Schmid, an Austrian composer, who wrote his master thesis on the influence of sounds and music for role playing games. Rei developed a system to generate endless, seamless and never repeating ambient soundscapes based on items, textures and generated room size. 

Ambient sounds are automatically created without any additional work.

Instead of painfully adding sounds, noises, effects and music to a playlist in external tools, you can now handle all of that directly from you game master notes. They are exactly where you need them. 

Immersive ambient sound 

By placing props in a room, you automatically create an immersive ambient sound for that room based on the items you’ve used. This soundstream is generated dynamically based on random parameters and your room’s content. 

  • Add props to your room to automatically generate an unique soundscape. 
  • You can easily edit the sound of a prop while placing it on the map. 
  • Add audio containers to your map to give every room additional music. 
  • You can also use the audio container to place one shot sounds that you can trigger when it’s time. 
  • Every sound or music played will be mixed together automatically, so you don’t have to worry about every single sound source. All you need is one intensity control for each room. 
  • Foreshadow rooms by playing a dampened version of that rooms soundscape. 
  • For every new prop that we release as part of the DGNFOG PREMIUM prop sets, we will add sound to it. (Of course, only if it naturally emits sound.) 
  • You are used to your tabletop music collection or sound collection? You can add your own audio to your map or your rooms. Just make sure, that you legally own it and be aware, that only DUNGEONFOG sounds will be shared when you bring your map to the platform. 
  • If you don’t want any audio, don’t use it. You can activate or deactivate this feature whenever you like. 

For more information visit our campaign story and scroll down to the new section "Stretch Goals".

Again,
thank you all so much for your support!

Keep the dice rolling,
Till, Herbert, Thomas & Theresa