Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
A Virtual Tabletop is a toolset that expects players (including the DM) to control everything which expands what it will allow.
They also want to mimic the "mini" aesthetic versus video game animations. Divinity's features would be wasted while gaining almost nothing in development time for static minis as avatars.
I see more problems arising to adapt Divinity into a virtual tabletop, especially for a mobile or web-based platform.
100% expected that comment -- totally fair. But can't whoever gets access to the engine turn off things a more traditionally DM'd affair would manage on the fly?
You can turn off animations, responses, etc. but a lot of Larian's implemenation has core / useful 5e interface stuff: who is in range, can I walk or walk+jump there, etc.).
Is making Divinity work here more about knocking down X% of all-user features and empowering the DM to do Y% *more* things on their end?\
*This* one strikes as a potential deal-breaker, ya. If this doesn't work on all conceivable platforms (and run well without proper GPU hardware), this thing is DOA for an all-comers sort of platform.
- A