I tried out the demo version of the software. It's actually pretty good. I'm still biased to using pen and graph paper for my old-school CRPG mapping, but using a digital software would be much better for something like an LP than scanning my borderline-illegible chicken scrawlings. I do have one major question about GC, which I couldn't test in the demo version (since there's only one "special" tile, Darkness): can you place multiple specials on the same tile, like say spinner, Darkness and antimagic, and how would that look (I only see one-special-per-tile examples on the various example images on the website)? Can I make my own specials with the pro version? I guess the latter doesn't matter as much, especially with all the shapes you're adding; if these can be combined together and with the specials, I can just assign shapes to whatever custom specials that software doesn't natively support.
From what I've seen of the demo the product is really cool and quite powerful. If you can combine specials then it'd be much, much MUCH better than using Excel for mapping; the clunkiness of doing that is what's made me stick to my paper maps. Good work all in all. Now answer my questions and convince me to buy it
Hi, thanks very much for the kind words and taking the time to check out Grid Cartographer.
To answer your question (
) the way I draw a tile body is a composite, from bottom to top, of a terrain layer, marker layer and an effects overlay. The terrain is grass and what-not (more intended for pen&paper RPers) then you have the marker layer where you can put, to use your example a spinner (the full complement, soon to be expanded, is shown here:
http://www.davidwaltersdevelopment.com/tools/gridcart/?aim=upgr if you scroll down and click the 'show gallery' button). Finally, the effects overlay is drawn with a semi-transparent black square over the tile. This is presently limited to the one you've already seen 'darkness'. While you can add your own custom markers and terrain - this single effect layer is the current limit of what GC v3.0.0 offers in both free and pro editions.
I'd be more than happy to expand this to include an 'anti-magic' effect using a different form of overlay or marker. I understand this is quite important for The Bard's Tale games. My problem, and I'd love to get yours and other's feedback on this, is how to answer the following three main questions (plus the logical follow-ups):
1. What should the anti-magic effect look like? is there a precedent? (perhaps a red transparency? is this clear?)
2. What should a dark, anti-magic tile look like? a split 50/50 pair of dark and red triangles? would that look crap? does the answer to 1 make this a non-issue (if it were some kind of pip or background shading)? do you simply ignore the darkness part?
3. Are there other popular effect types that aren't represented and might be required later (anti-gravity or something) that have an effect on the two points above?
This is definitely a thing I'm willing to work on, but not something I feel confident on how to solve the "right way".