Diceright is a virtual tabletop for playing dungeons and dragons with friends on the web. You can watch a quick overview of how it works here:
https://tinyurl.com/diceright. And there’s a list of the main features right on the homepage.
It’s a Ruby on Rails site that makes heavy use of action cable for keeping the maps and tokens in sync for all players. On the front end, I’m using HTML canvas for the maps and a js library called fabric.js for interacting with the canvas. Otherwise, just jQuery on the front end. I optimized it all to work on mobile too.
I built this as a side project for fun over of the past couple years. It took a lot longer than expected, but it was also a lot of fun. I did all the design / UX for it too which was a struggle at first but was a great learning experience.
Let me know what you think and if you have any questions. Thanks!
Couple of suggestions from a heavy user of Roll20 ...
Too many menus and all look slightly different: you have left and right panels, the menu and the hover tool bar. Put the menu at the top of the right panel and, if you close it, have a simple
There appears to be no way for the DM to fix a mistake such as a player accidentally ending their turn early.
Some data entry tasks (e.g. setting character scores) have unnecessary steps, like I have to click "Set Strength" instead of just having a pull down. And I have to set each stat individually and click update instead of setting all 6 and then have one update button. Stats really should also have a point buy and standard array options, most people I know use one of these.
Same will spell selection ... each spell slot is a selection instead of a "Pick 6 1st Level Spells" or "Pick 2 Cantrips" multi-select.
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