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!
Users provided feedback on a virtual tabletop (VTT) product, highlighting the need for improved menus, data entry, and user customization. Many are interested in self-hosting and open-source options, with questions about the implications of releasing code on platforms like GitHub. There's a demand for support of various tabletop RPGs beyond D&D, with suggestions to market to niche players. Some users prefer in-person play, while others combine it with VTTs for efficiency. Technical suggestions include better mobile support, faster page loads, and feature enhancements like map creation. Concerns about IP rights and legal challenges from companies like Wizards of the Coast were mentioned. Overall, the project received positive feedback, with encouragement to continue development and consider community-driven models like open-source or donation-based funding.
Users criticized the product for its complex interface with too many menus and a lack of clarity, slow performance, and bugs. They expressed a need for better user experience, self-hosting options, and support for different game systems like Pathfinder 2e. Concerns were raised about the potential legal issues, lack of customization, and the product's monetization strategy. Users also noted the product's limitations in map and scenario building, and the need for better import features. The role of the dungeon master (DM) and the balance between storytelling and technical gameplay were also discussed.