Releases: drwhut/tabletop-club
v0.1.3
Hey everyone! This is a small update to the game so that it uses the newly re-written lobby server, with a dash of Brazilian Portuguese and a quality-of-life change to dice to spice things up!
IMPORTANT: You will need to install this update in order to continue playing multiplayer with others!
The big reason this update is happening is because I've recently completed a re-write of the game's lobby server (previously known as the master server), which is now written in Rust instead of Javascript. If you're interested in seeing the source code for the new lobby server, the repository can be found here!
If you would like to see the progress that has been made with the v0.2.0 update so far, feel free to have a look through the previous devlogs:
I'll also be posting future updates on my fancy new website as well, so be sure to check in every so often! You can also follow me on either Twitter/X or Mastodon, as I post the updates there as well.
Until next time!
Changelog
Added
- The value of die faces can now be text, as well as numbers. (#209)
- Added a "Donate" button to the main menu that opens
ko-fi.com/drwhut
in the default browser. - Added Brazilian Portuguese as a playable language!
Changed
- The format of the
face_values
property has changed fromVALUE: ROTATION
toROTATION: VALUE
, allowing for multiple faces of a die to have the same value. - Updated documentation domain from
tabletop-club.readthedocs.io
todocs.tabletopclub.net
. - Replaced the "itch.io" button on the main menu with a "Website" button that opens
tabletopclub.net
in the default browser. - Combined the "Discord" and "Matrix" buttons on the main menu into one "Community" button that opens
tabletopclub.net/community
in the default browser. - Updated the master server's URL and SSL certificate.
- Updated the documentation.
- Updated translations from the community.
Removed
- The AssetDB no longer requires that the
face_values
property has the same number of elements as the number of faces on the die.
v0.1.2
Hey, everyone! This is just a small update to renew the certificate used to connect to the official master server, as the previous one was about to expire.
IMPORTANT: You will need to install this update (or a future update) in order to continue playing with others in multiplayer!
While this update is merely a nibble, I've got a whole lot of stuff cooking in the background (by background, I really mean the 0.2-rewrite
branch), which I'll be sharing the details of soon!
Changelog
Changed
- Updated the master server's SSL certificate.
v0.1.1
Hey, everyone! Apologies for the long wait, but the first update for Tabletop Club is finally here! 🥳
This is a relatively small patch which fixes a few bugs that players had found, as well as adding new translations from the community - in fact, so many translations were submitted that you can now play the game in both Chinese (Simplified) and Polish! 😁 A huge thank you to everyone that contributed since the initial release, you guys are awesome!
Once again, apologies for this patch taking so long to get out - I had taken a break from developing the game after its initial release, but once I was ready to work on it again, I suddenly got super ill and couldn't work on the game for longer than ten minutes at a time, which was super aggravating... the issues still persist today, but thankfully they are a lot less limiting than they were. Now that the patch is out, I'm gonna try my best to work on the first major update, v0.2.0, but development may be a bit slower than anticipated due to my health.
So what has been changed, I hear you ask? Well, as it turns out I have a list of things that have been changed since the initial release right here! What are the chances??
Changelog
Added
- Added Chinese (Simplified), Polish as playable languages!
Changed
- All links to the documentation now go to the stable version by default, rather than the latest version.
- The game will not longer allow stacks containing only one item to be made in the
stacks.cfg
file. - Updated translations from the community.
- Object metadata shown in tooltips in the objects menu is now truncated if it is too long.
Fixed
- Fixed an escape character error in the description of the music track "Lobby Time - Kevin MacLeod".
- Viewing the stable version of the documentation now shows the correct version instead of "master" in the title.
- Fixed non-ASCII characters not displaying in error and warning messages in the import log.
v0.1.0 - "Humble Beginnings"
Ladies and gentlemen, boys and girls, cats and dogs... this is the first official and stable release of Tabletop Club! 🥳
First of all, I want to thank everyone, from my friends who helped shape and test the game, to those who have contributed code, assets and translations, and to whose who have played it even for a little bit - this genuinely would not have been possible without your support. For context, I started this project knee-deep in the middle of the COVID pandemic since I was not able to play board games face-to-face at the time. At the same time, the various lockdowns were taking a huge toll on my mental health, which I did not realise until it was too late; the effects of which I am still feeling to this day. For me personally, not only is this a project that allows me to play board games with my friends, but it is also proof. Proof that no matter how bad it gets, no matter how low your self-esteem gets, you're still worth it. You can still make a difference in the world. Even if by modern standards most would call me a "failure" or a "wreck", it's all relative. This is something I've made, and I'm damn proud of it.
Looking to the future
While this is an official release, it is only the first in what is (hopefully) many. There are a lot of features and quality-of-life improvements that I want to add to the game, but have not had the means or time to implement as of yet. Luckily, work on these improvements has already begun in what I call "the great rewrite", which will lay the foundations for v0.2.0 and beyond. Here's just a few of the things that are planned in future updates:
- Improved behaviour for in-game objects like boards and containers.
- More intuitive asset pack creation and management within the game itself.
- An online asset pack database for creators to upload content, and for players to automatically download from.
- A Lua scripting API for custom behaviour.
- Migration to Godot 4.0, which should bring better performance and improved graphical fidelity.
- Expansion to more platforms, including the web and mobile devices.
As always, please do not hesitate to submit bug reports and feature requests on GitHub, every issue helps to improve the game and make it more accessible to players. If you want to get directly involved in the development of the game, see how you can contribute here. If you wish to support the game by donating, you can do so by downloading the game from itch.io, every little bit helps!
Itch app: Switching from prerelease
to stable
If you have downloaded Tabletop Club in the past using the Itch app, you will have downloaded the prerelease
branch of the game. If you wish to play this release (which is on the stable
branch), you will first need to go to the install settings in the lower-right corner:
Once open, you can then install the stable
version of the game for your platform:
After this, you will now start getting automatic updates for both the stable
branch and the prerelease
branch, and you can choose which version to run when starting the game.
Links
- Download from itch.io
- Source Code on GitHub
- Documentation
- Official Discord
- Official Matrix
- Follow me on Mastodon
- Follow me on Twitter
Changelog
Added
- Buttons have been added to the main menu for the new Discord and Matrix servers.
- Can now play the game in Indonesian and Norwegian (Bokmål).
Changed
- Updated translations from the community.
- Updated the documentation to reference this release.
Removed
- Can no longer use transform shortcuts on locked objects in order to prevent accidents.
v0.1.0 RC 2
How do you do fellow tabletop gamers? 👋
I bring a new release candidate for v0.1.0! This release is purely bug fixes this time around, mostly related to stacks of cards and tokens. There's still some time to fix issues before v0.1.0, so make sure you get those bug reports in while you can!
There's just a couple of other things I wanted to mention: quite a few people have said they would like to have an official Discord server to join to chat with other players, so I've spent some time setting up both a Discord server as well as a Matrix space for those who want an open-source alternative, and they'll be made public soon(TM)! And for those who are on Linux, once v0.1.0 is released I'm planning to create a Flatpak version of the game, so if you're on a distribution that supports it, you can download it and get updates straight from your software manager!
That's all for now! As always, have fun, and I'll hopefully chat to you all soon 🙂
Changelog
Fixed
- Fixed undo states being created while the table was flipped.
- Fixed table paint being rendered over hidden areas and hands.
- Fixed stacks of objects being added to other stacks on the wrong side under specific circumstances.
- Fixed cards and tokens being taken from stacks with the wrong orientation when using the "Take X from top" feature under specific circumstances.
v0.1.0 RC 1
This is the beginning of the end... the end of the pre-release cycle for v0.1.0! 🥳
This release is the first release candidate for v0.1.0, meaning that the builds provided here may very well be the builds used in the official release! All that will be added from now until v0.1.0 will be bug fixes and minor tweaks, with the big features that have been requested by you all coming later down the line in v0.2.0, of which there are many 😛 But I've got a super-duper mega code re-write planned for then, so that I finally get revenge on my past self for making some very questionable design decisions 😠
As always, any bug reports are greatly appreciated! Time is running out before the full release, so the more bugs that can be squashed beforehand, the better - and I'm still accepting feature requests, as well as general feedback on the itch.ios, the Mastodons, and the Twitters.
Happy bug hunting!
Changelog
Added
- Added a "Clear Paint" button to the "Clear Table" window.
- Added an optional
--base-asset-dir
argument, which will change where the game looks for the default asset pack on Windows and Linux. This is mostly to accommodate for running the game in a sandboxed environment, and won't be needed for most users. - Updated translations from the community.
Changed
- When two cards or tokens combine to make a stack, the stack now inherits the angular and linear velocity of the piece with the smallest value.
- Players can no longer include the double quote character (
"
) in their names. This is a temporary measure until a more sophisticated command argument parser is implemented.
Fixed
- Fixed music played through in-game speakers and timers using the wrong audio bus.
- Fixed errors related to custom assets in the documentation.
- Fixed being unable to whisper to players with trailing spaces in their name.
- Fixed pieces released from containers being immediately added back in if they were initially added with an unusual rotation.
v0.1.0 Beta 4
TL;DR: The main focus for the v0.1.0 release now is bug fixes, I'm planning to re-write most of the code for v0.2.0, which is when most of the "big" features that have been requested will be added.
Why, hello there! Can I interest you in a dinner at the Tabletop Club... restaurant(?) For our starter, we have the "convenience soup", with ingredients such as pre-made editor builds so you don't have to compile the engine to play from source, the first set of chat commands, and a new in-game log to show your import errors so you don't have to go looking for the log files! Our main course is a delicious mixture of new pre-bundled games, and for supper, we have a sugary new splash screen! All this, plus we have a new Spanish edition of the documentation! Does that sound tasty? 😛
Food analogies aside (now I've made myself hungry, oops), I... may or may not have a request to ask of you all. This may very well be the last beta version of v0.1.0 before I start building release candidates! I'm pretty happy with where the game is at currently in terms of stability and features, so I'm waiting to add new "big" features until v0.2.0 to make sure the release of v0.1.0 is as smooth as possible. Plus, this also gives me the opportunity after the full release to re-write most of the code, which should achieve the following:
- Implement optimisations at the core of the game that aren't possible now without breaking everything.
- Make the game structure more modular, allowing for easier extension and allowing scenes to be remade for other platforms.
- Prepare for the conversion to Godot 4.1, soon(-ish) after it is released.
So given this may be the last beta, this is my request to you all: Break the game. Take it into your hands, and crush it into little pieces. Put it on the ground and smoosh it with your feet! Throw it against the wall! Hit it with a HAMMER! Cut it up with a chainsaw!! Blow it up with 1,000 tons of dynamite!!!
A-hem... may have gotten a bit carried away there. What I'm trying to say is, now is a really good time to try and break the game before the first full release! If you do end up finding any bugs or crashes, please do not hesitate to report them on GitHub if it hasn't been reported already, and I'll try my best to fix as many of them as possible. I will still accept feature requests as per usual, but chances are they'll be implemented from v0.2.0 onwards, unless they're either really small, or a helpful tweak to an already-existing feature.
With all of that said, enjoy the new beta! Please let me know what you think on itch.io, Mastodon, or on Twitter 😁
Changelog
Added
- Added a splash screen for the Godot Engine at the start of the game.
- Added the option to skip the new splash screen in the options menu.
- Starting with this release, editor builds of the custom engine will be provided for convenience.
- Can now invoke commands in the chat box:
/?
,/help
: Show the list of possible commands./w
,/whisper
: Send a private message to another player, e.g./w "drwhut" Only you can see this!
- Added a welcome message when entering a room, explaining the use of the new
/help
command. - Now show an import log in the main menu if there was at least one error when importing assets at the start of the game.
- New items have been added to the default asset pack:
boards
: Go Board (Large), Go Board (Small)cards
: Seer, Villager, Werewolfcontainers
: Potgames
: Dominoes, Gopieces
: Stone Black, Stone Whitetokens
: Dominoes (28-set)
- Updated translations from the community.
- The documentation is now available in Spanish.
Fixed
- Fixed various errors when going through the Object menu pages quickly.
- Added an upper limit of 100,000 errors that can be logged to files, preventing the creation of massive log files in the event of a crash loop.
- Fixed containers not unlocking on the server when the table was flipped.
- Fixed speaker controls in the context menu creating a callback loop in multiplayer.
v0.1.0 Beta 3
Hello again, I bring thoust another beta build! 🥳
This update is a lot smaller than Beta 2, since I've mostly been revamping a particular feature of the game: the notebook. Now, not only are you able to view other player's notebooks by clicking their name in multiplayer, you can also make pages with images! These pages act a lot like PDF forms, where there are configurable textboxes over the image. This should be ideal for keeping track of scores for complicated games, or for creating things like character sheets in RPGs. Please feel free to try the new notebook out, and let me know what you think!
But you know what project has had a big update? Godot! The long-anticipated Godot 4.0 came out just a few days ago, and I just wanted to say congratulations to everyone that has contributed to this amazing engine. I may be a little biased when I say this, but in my opinion it is one of the best open-source projects ever made, and this update is a huge step in solidifying Godot's place in the game development world, not just for indie developers like myself, but for big studios as well! 🤞
So you may be asking, will Tabletop Club use Godot 4? The answer is yes... eventually. Right now the main focus for v0.1.0 is stability and the odd new feature here and there, and v0.2.0 being quality-of-life features and accessibility, so I've decided to stick with Godot 3.x for the time being, at least until Godot has hopefully become a lot more stable with 4.1 later this year. Plus, the conversion itself will take a long time, which presents an opportunity to re-write the code, and I've already got a bunch of ideas to optimise the game when the time comes.
Once again, thank you to everyone who contributed! Thanks to your efforts, the game is now also playable in Spanish! ¡Muchas gracias! 🤗
As per usual, you can contact me via Mastodon or Twitter, and you can download the update from itch.io, where you can also leave a comment and donate to the project!
Changelog
Added
- Now show an icon next to stacks in the objects menu to distinguish them from singular objects.
- Can now set notebook pages to be public, allowing other players to view them by clicking on the player's name below the room code.
- Notebook pages can now have an image in the background, with a set of predefined textboxes in front of the image. (#218)
- Added the
templates/
directory to asset packs, allowing for the creation of both text-based and image-based page templates. - Can now zoom in and out of notebook pages.
- Added a generic "Score Card" template to the default asset pack.
- Can now play the game in Spanish.
Changed
- The notebook dialog has been made wider.
- Updated translations from the community.
Fixed
- Fixed cards and tokens sometimes spawning from stacks in the wrong orientation in multiplayer.
v0.1.0 Beta 2
Hey, everyone!
Apologies for the long wait, but the game is now ready for it's 2nd beta! 🥳
So when I released the first beta, I honestly had no idea how much attention the project would get in such a short amount of time - I was expecting maybe like, 10 people to notice it on top of people who were already following the project on GitHub. Sufficed to say that number was just a smidge higher than I expected, like, 700 more stars on GitHub, and over 1,000 downloads on itch.io 😱
Considering this is my first real, actually-meant-to-be-used-by-other-people project, this was mind-blowing watching this happen in real time! And I'll never be able to describe the feeling I got seeing my game being mentioned in a GamingOnLinux article while randomly scrolling through social media (thank you, Liam! 😁).
All this to say, thank you to each and everyone one of you for the support - from those who played the game, those who contributed to the code and translations, those who posted like 40 billion issues (which I got round to... eventually 😛), or even if you just had a passing look at the game. Just the fact that this project grabbed your attention alone means the world to me, and I'm glad to have contributed to the world of open-source with such positive reception ❤️
As always, feedback is greatly appreciated! As well as bug reports and feature requests, you can also contact me on both Mastodon and Twitter to give feedback, or you can leave a comment on the itch.io page! (... which is where you can also donate if you want to support the project wink wink)
Without further ado, here be the changelog!
Changelog
Added
- Added 32-bit executables for Windows and Linux.
- Can now connect to a custom master server using the
--master-server
and--ssl-certificate
arguments. (#108) - Added blank square-shaped tokens to the default asset pack. (#121)
- Added screenshots to the README, and the index page of the documentation. (#135)
- Added the
name
property for assets, allowing them to be imported under a name different to that of the file name. (#124) - Can now use wildcards at the beginning of section names in
config.cfg
. (#148) - Added a shortcut for shuffling stacks. (#132)
- Can now double-click items in menus to activate them, e.g. objects, save files. (#149)
- Added an “All” option for the pack and type drop-downs in the objects menu. (#191)
- Added a degree symbol and tooltip text to the rotation drop-down. (#169)
- Can now flip, reset the orientation of, and rotate objects that are not being hovered. (#154)
- More operations now create undo states. (#157)
- Added a shortcut for rotating objects. (#162)
- Added an option to make speakers and timers emit sound non-positionally, which is the new default. (#170)
- Can now set the value of die on the table from the context menu. (#142)
- Added a separate directory in asset packs for boards to distinguish them from pieces. (#205)
- Added the name of objects to the tooltip when hovering over them in the objects menu. (#219)
- Updated the Cabin font to include more Latin characters. (#212)
- Updated translations from the community.
- Can now play the game in Esperanto and Italian.
- Old asset and cache files that are no longer used are now removed from the
user://
directory. (#232) - Added a details button to the context menu. (#227)
- Added a way to configure the automatic centre-of-mass adjustment for 3D models. (#208)
Changed
- Setting
back_face
to””
for cards no longer throws an error, instead a black texture is used as the back face. (#118) - Adjusted the orientation of cube tokens such that the top and bottom faces now face towards the player by default. (#122)
- Adjusted the way objects are rotated when hovering to be more consistent regardless of the object’s orientation. (#133)
- Improved the documentation for compiling from source. (#128)
- Objects taken out of containers now keep the orientation they entered the container with. (#137)
- Objects now keep their horizontal (X and Z) position when they start hovering. (#140)
- Now set the vertical velocity of objects to 0 when they stop hovering. (#174)
- Now use
Quat
instead ofBasis
when sending rotation information over the network. (#151) - Changed the fill colour of UI icons to help contrast them with the button theme. (#164)
- Changed the colour of the numbers on the blue die to be more readable. (#203)
- Asset packs are now shown in alphabetical order when selecting assets. (#214)
- Cards now use
Vector2
to define their scale rather thanVector3
. (#210) - When using “collect selected” on stackable objects, the objects now always stack onto the object that was right-clicked. (#223)
- When hovering an object, using the scroll wheel now moves the piece exclusively in the vertical axis by default (previously the Ctrl+Scroll Wheel behaviour), and using Ctrl+Scroll Wheel moves the object towards and away from the camera. (#155)
- The “Zoom In” and “Zoom Out” key bindings have now been renamed to “Zoom In / Lift Piece Down” and “Zoom Out / Lift Piece Up” respectively. (#155)
Removed
- Removed hints for grabbing objects just before hovering them. (#192)
Fixed
- Fixed invalid import directory paths when standard OS directories were not found. (#125)
- Fixed card stacks from being shuffled accidentally when dropping them, then picking them up immediately afterwards. (#136)
- Fixed containers not collecting pieces when locked in place. (#110)
- Fixed the type drop-down resetting when the pack was changed in the objects menu. (#161)
- Fixed invalid undo states being created when popping objects from stacks. (#163)
- Fixed errors from PreviewFilter when loading the game scene in the editor.
- Fixed stacks disappearing when combining with other stacks due to limbo stacks still performing collision detection.
- Fixed long asset pack names moving UI elements outside of the objects menu. (#221)
- Fixed the type drop-down in the objects menu throwing an error when no objects of that type exist. (#226)
- Fixed errors being thrown when attempting to set the colour of objects containing surfaces with no materials assigned to them.
- Fixed an error being thrown when attempting to select all objects using Ctrl+A while hovering a single object.
- Fixed long file paths moving the entire UI when importing assets.
Known Issues
v0.1.0 Beta 1
This... this is happening y'all. I am so excited!!
Tabletop Club has officially entered beta! 🥳
I want to take the time to thank each and every person that has helped contribute to the game, whether it was through testing the game during alpha, adding code, translating the game, suggesting ideas, or providing assets, I am so thankful to each and every one of you ❤️
I also want to thank you for having a look at this game! It would mean the world to me if random people on the internet end up playing this game, even just to try it out. If you do, feel free to let me know what you think of the game on social media! I want this game to be as good as it can be, and I need your help to do that 🙂
If you want to, you can also donate by downloading the game from itch.io, donations of any amount are massively appreciated!