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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:

Ghosts of Saltmarsh, Great GM & DUNGEONFOG
about 5 years ago – Sat, Apr 20, 2019 at 01:18:12 AM

 It is so good to finally talk about these exciting news. Can you imagine working on this for months, not being able to share our excitement? It’s been tough, but now we can finally spill and spoil and babble all we want! (well, almost...) 

Our partner Guy Sclanders hosts Ghosts of Saltmarsh series, including OUR maps!

We can finally announce one of the things the DUNGEONFOG team has been dying to tell you for the past months:

Our dear partner Guy Sclanders, also known as the Great GM, has finally announced his new, official D&D LIVE stream series: How to be a Great GM presents Ghosts of Saltmarsh – Call of the Kraken. Congratulations Guy, we couldn’t be prouder! YARRRRR!!!!

His new series will be starting May 25th, airing each Saturday at 20:00 GMT (1 p.m. PT) on twitch.tv/dnd
His new series will be starting May 25th, airing each Saturday at 20:00 GMT (1 p.m. PT) on twitch.tv/dnd

We're not just sponsors - we are crewmen!

As fellow role-playing enthusiasts, we quickly came up with many ways to pitch in and support Guy in whatever makes his life as a game master easier and his RPG adventures even more immersive. For his new twitch series featuring D&Ds Ghosts of Saltmarsh, the DUNGEONFOG team got the chance to provide Guy with:

  • Customized maps for his Ghosts of Saltmarsh campaign
  • A special prop set revolving around pirates, ships, krakens and underwater adventures
  • Soundscapes - fresh from the testservers
  • Art work for PC and NPC Avatars featured in the Great GM’s new series, made by our beloved Artist Anton Trauner

We will share the booty!

As part of the DUNGEONFOG community, you will be able to enjoy the new props as well - once the show has aired on May 25th, we will release the new asset pack to all premium members!

But do not despair! To pass the time until then, we have just recently released a special Easter Loot for you!

Log into your account NOW and claim your shipwreck in our achievement section!
Log into your account NOW and claim your shipwreck in our achievement section!

Captain Guy and his scurvy scalawags

Guy does not only have DUNGEONFOG at his side for this adventure:

The team of WorldAnvil throws their worldbuilding and storytelling expertise into the colorful mix. Using WorldAnvil you will be able to learn more about the world this adventure takes place in, the characters and more background info than you can ever image.

We have also introduced Mark, aka Caeora, from Blue Sword Games to Guy, who contributes to the new adventure with artwork featuring a beautiful world map and tantalising new areas to explore.

The pact between DUNGEONFOG, WorldAnvil, Caeora and the Great GM fills our teams with inspiration, a world full of crazy ideas and a treasure vault filled to the rim with enthusiasm - so stay tuned, because May is going to be...

LEGENDAAARRRRRY!

New Campaign Manager and Viewer hit the home stretch
about 5 years ago – Fri, Apr 12, 2019 at 12:19:08 AM

We are nearly there, just a few more steps and the DUNGEONFOG Campaign Manager as well as new Viewer features are ready to rock our testserver! If all goes smoothly, we hope to release the testversion within the next two weeks - we are so excited to hear your feedback and can’t wait to see how you’ll use the new game master tools and storytelling possibilities!

We have promised you new features in the first quarter 2019 - it took us a bit longer than we’d hoped, but we can already see the finish line ahead of us.  And we think that is time now to take a first glance at what’s in store for you! 

New Campaign Manager

At its core, the DUNGEONFOG Campaign Manager enables you to import multiple maps from your platform into a single RPG campaign. Our system automatically generates a campaign copy of your map - that way, your original work stays untouched, no matter how reckless your players interact with their environment while they are moving through your story.

The campaign manager will replace your session management
The campaign manager will replace your session management

Improved Game Master and Players View

The highly anticipated fog of war feature allows you to gradually reveal or hide map areas as your players move along and take different actions. The tool is based on a brush system and can be adjusted in size to symbolize the individual character’s field of vision. At the same time, you are always able to uncover entire rooms with just a single click.

Live Edit & More will allow you to let your players change the map while exporing
Live Edit & More will allow you to let your players change the map while exporing

Live editing

Every time your players interact with structures on your map, you can now immediately show the results of their actions. Do they want to tear down a wall - boom, wall is gone. Did they find a hidden door and smash it in - just a few clicks and your players can congratulate themselves on their wit and strength. 

Are you as psyched about the upcoming developments as we are? We have compiled a teaser video to help you pass the time - we hope you enjoy your sneak peek!

We will release more info about testing phases and how to join next week, so stay tuned for more updates!

Happy map making!

Till




DUNGEONFOG and Foundry VTT team up
about 5 years ago – Thu, Mar 28, 2019 at 10:12:23 AM

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We are proud to announce a brand new partner in crime: DUNGEONFOG and Foundry Virtual Tabletop band together! We are excited about future joint efforts to innovate RPG game playing and storytelling. 

 About Foundry VTT 

Foundry Virtual Tabletop is a new application for organizing and running tabletop roleplaying games. The intuitive web-based application is still in development - interested players can get access to either the alpha or forthcoming beta version by becoming a Patreon.

For more info, check out

http://foundryvtt.com or watch the ALPHA demo video here:

Community plugin paved way to cooperation

All good things must start somewhere. In this case, it was the DUNGEONFOG community that paved the way. Specifically, we want to thank a very special user:

A warm shout out to Moerill, who created a plugin enabling a smart import of DUNGEONFOG lighting borders into the Foundry VTT system. This initiative helped to connect the two innovative systems for RPG experts and newcomers alike.

With the SVG Importer you can create dynamic light walls automatically in FVTT
With the SVG Importer you can create dynamic light walls automatically in FVTT

Instantly playable imports through automatic wall detection

With a little encouragement from members of our DUNGEONFOG community, the German computer science student created a plugin that utilizes our SVG export to detect walls and other barriers. The automatic assignment of light blockers, such as walls and doors, dramatically reduces the retouch work required when importing DUNGEONGFOG maps into Foundry VTT.

Besides DnD, bouldering and baking “Törtchen”, Moerill is interested in JavaScript, HTML and CSS, which gave him the idea to look into Foundry VTT and its mod possibilities. Lucky for us, the outcome was an exceptionally practical plugin, which pairs up two innovative new systems for game masters.

You can get the plugin here: 
https://gitlab.com/moerills-fvtt-modules/svg-loader

Foundry VTT can be found at: 
http://foundryvtt.com/

Follow Moerill here: 
https://gitlab.com/Moerill

 What's next?

We are currently finalizing the viewer update and are slowly transitioning into the test phase. I expect to release a new update on this matter by the midst of April.

Current test build - GM's view
Current test build - GM's view
Current test build - Player's view
Current test build - Player's view

Have fun map making!

Till

New Setting: Cyberpunk!
about 5 years ago – Mon, Mar 11, 2019 at 06:05:37 PM

We are excited to announce the release of our 5th setting: Cyberpunk! 
The new setting will come on March 15th (14:00 GMT+1) with 130 new props and this cool map available in our public map library! 

Next up will be the big viewer update that is coming around end of March, so stay tuned for another Kickstarter update soon :)

Happy map making!

Till

P.S.: Whoaaa - a surprisingly short KS update...how rare! ;)

Roadmap 2019
over 5 years ago – Thu, Jan 24, 2019 at 12:57:18 AM

Hello Fogs!

A happy new year to you all! 

Time is flying and by now we not only have passed our first quarter post launch in October, but are also getting close to February. Which is pretty scary because I wanted to release this news update by the start of the year and not by the end of its first month. But I wanted to make sure, that everything is sorted out and well considered, before we release our plans for this year.

 Let's start with a little review first and then give you an outlook of what’s coming in 2019. 

REVIEW

I am very happy with our growth over the past months. Those were exciting times for us, since we didn’t know how well received our launch would really be. During our open BETA we had a constant, yet rather modest growth of new users per month. By the time we reached our launch date, we had a little over 3.000 accounts through pre-orders and open beta free sign-ups. You can imagine that we were extremely excited and nervous to see how the launch would fair.

But we made it - and not just that. In just 3 month (October to December) we grew by 441.20% which is an insane number! We launched with a little over 3.000 accounts in the end of October and as I release this update we have passed the 20.000 accounts mark in January.

We now have more than 25.000 maps in our system and every day more than hundred new maps are being created. We also see a good incline on the amount of shared maps, where we started with about 100 and are now getting close to 400 shared maps.

In terms of assets we have passed the 1.000 mark on total art assets in December, and are now at 925 props, 575 textures and 30 different wall elements. With our upcoming asset packs we will then be at more than 1.000 props and with our new Cyberpunk setting we will have 5 different settings soon.

Development

In terms of development it was a roller coaster ride from a good start in October, over to a great update in November when we introduced the blueprint mechanic, down into the valley of doom, where our December update was a complete disaster, before we were able to get a hold on the issues by the end of December and are now back to a stable state. 

What happened with the disastrous December update?
   The short version is: I completely failed. I didn’t ran enough tests (mostly due to overconfidence) and gave my go on the release too early. What I didn’t anticipate was, that once the update is out, the map objects have changed and we can’t roll back anymore. By the time your feedback came in it was too late and we had to fix on the live servers. We aren’t BETA anymore. People rightfully expect to get a stable tool and it was my fault, so I sincerely apologise.

Lesson learned! This year we will keep updates longer on our test server until we have made sure, that new updates are stable enough to be released to the live servers. We will lower the barrier for the test server over the next month to give all of you access and make sure that things don’t break once we officially release them. 

OUTLOOK - So what’s up for 2019?

It has become a running gag, that every time you ask for a new feature, I almost always reply with “It is on the list!”. 

So where is that list? In the past weeks we sat down and condensed our mysterious “list” into a development model for 2019: As you will see, a lot of packages have dependencies that we will need to follow to stay efficient and avoid unnecessary double-implementations. Thus some of the rather “boring” things have a higher priority than other, more exciting things. 

Here you can look at the roadmap in detail: 

https://www.mindmeister.com/de/899492444?t=9DUEt7N6Ct

Q1 will be all about the new viewer.

The viewer is currently getting a complete overhaul.
   And by complete, I really mean “complete”: 

  •  Campaign Manager: We are going to introduce the campaign manager, that will allow you to create campaigns and add maps, notes, tokens and more to your campaigns. 
  •  Campaign-Versions: We are also working on a better way to differ between the original map and the map that might change due to your players wrecking everything and blasting through walls and doors. Once you add a map to a campaign, we create a campaign version of that map and all changes applied to this map will not affect your original map.
  •  Live-Drawing: Although the December update will never make it in our hall of fame in terms of successful releases, it came with a powerful new mechanic to mirror changes to a second browser window. We are utilizing this feature to give you and your players a viewable version of the map you are currently editing. This means, that you will be able to live-draw on your maps, while your players still see a fog of war version of your map.
  •  Tokens & more: We will also introduce tokens, new Fog-of-War tools and we have reworked our interface to increase the viewport for your maps and to switch between maps faster. 
This is a design mockup of the new viewer (this is work in progress and might change yet)
This is a design mockup of the new viewer (this is work in progress and might change yet)
  •  New assets In terms of assets, Q1 will get a complete new setting “Cyberpunk” that will be released on February 25th. We have also added standard avatars for monster tokens and you will be able to upload your own and assign custom handout-images to your maps. 
  •  Soundscapes We are also close to release a first version of our soundscape system to the public test servers by the end of this quarter.

Q2 and Q3 will be all about the editor 

  • There are still tons of items on our list for the editor. And as mentioned above some of those tasks require other tasks to be addressed first, but in general we want to improve tools as our brush and shapes tool, improve the asset library and add more mechanics to handle multi-editing and cross-map/level editing. 
  • There is also a secret new THING that we want to introduce by the end of Q2 that can’t talk about yet. So stay tuned!
  • In Q3 we will bring our next community prop pack - so start collecting your wishes on Discord in our wishlist.

 Q4 will then focus on the GM-Notes and things that didn’t make it into Q2/3. 

We will also introduce our second new setting for this year, but we haven’t decided on the theme yet. I will do a survey once we are ready to focus on that. We will also need some time to clean up our code, remove old stuff and do some general “housekeeping”.

By the end of the year, we will be ready to start bringing our system into the new renderer that we are working on parallel to our current development. This will also lay the groundworks for the offline editor that we want to bring in 2020 as well as some other things we want to address next year!

Which brings me to my last point on the list:
 

We are hiring!

I will soon open a new section on our website where we list open positions at DUNGEONFOG. So if you are interested in joining our team - keep an eye out!

What an exciting year!

I can’t wait to see how everything evolves and I hope you are as excited as I am about the things to come.

Happy map making!
   Till