Showing posts with label campaign manager. Show all posts
Showing posts with label campaign manager. Show all posts

Sunday, June 29, 2025

Campaign Manager: Map Editor Fill Textures

New improvements to the Campaign Manager Map Editor include a fill feature, additional textures, and scaling of textures. Users can now select a texture, set a desired scaling for it, then click a blank region of the map to have it filled with the texture.

Additional features for the map editor will continue to be added!

You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Saturday, May 31, 2025

Campaign Manager: Map Editor Initial Release

 First version of the map editor is now in Campaign Manager!



Base functionality includes:

  • Drawing or spray painting circle or square shapes of user selectable size and opacity with solid colors or one of the many included textures.
  • Eraser tool.
  • Eyedropper tool.
  • Multiple drawing layers (which can be rearranged and visibility toggled).
  • Optional grid of user selectable columns/rows count and color.
  • Export to png.

All features are included in both the free and full versions, but some textures are only available in the full version.

Many more capabilities for the map editor are planned and coming soon!

You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Saturday, March 29, 2025

Campaign Manager: Map Editor Coming Soon

Next feature update to Campaign Manager is taking some time, but it's a big one - a built-in map editor!

It supports typical image creation functions such as layers and basic drawing tools. However, it also supports painting/spray-painting a large library of textures (grass, dirt, stone, lava, etc) and easily adding a grid overlay.


The drawing tools will continue to expand along with the texture assets. Stay tuned for its releases!

You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Friday, January 31, 2025

Campaign Manager: Autosave & Better Character Editing

 Three significant improvements for this release:

- Autosave! Every minute Campaign Manager will automatically save an in-progress unsaved campaign to a separate autosave file. Windows crashes or computer loses power? The next time Campaign Manager starts it will recognize it wasn't closed cleanly, and it will ask the user if unsaved changes should be loaded.

- Added ability to modify SRD 5.1 style Character Sheets directly on the form including combat evaluation values. It is now significantly easier to create a new asset from one of the existing, tweak it, and update abilities for evaluation.

- Added snap to offset positions when dragging encounters and regions around so it's easier to have a clean and organized layout.


You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager


Saturday, December 28, 2024

Campaign Manager: Asset Book

New update for Campaign Manager includes an "Asset Book" feature that can be printed. Abilities, items, or characters may be added to the list to be printed. The book may be a "Spell Book" for players or a "Reference Book" for game masters.



You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Monday, September 30, 2024

Campaign Manager: Mystery on the Space Station

Another example campaign has been added to Campaign Manager, this time with a science fiction setting - Mystery on the Space Station. The party has been tasked to get a device produced on a distant space station. It will take several days to construct. so the players have some time to relax and partake in the station's community events while they wait. But odd things are happening there, and questions are arising on how the devices are built.

You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Friday, July 19, 2024

Campaign Manager: Minor Improvements

No big changes to Campaign Manager this month, but I did add several quality-of-life improvements involving sorting and volume controls.

Bigger features are on the way.

You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager


Saturday, May 25, 2024

Campaign Manager: Game Mode

Campaign Manager is now available with a game mode! Set up an interactive story with encounters. Each encounter can have an image, text, music, and navigation items to link to other encounters. Variables can be set in navigation items, and when reaching a new encounter only navigation options that are permitted based on variable values may be shown. Basically, your interactive stories can have branching paths and decisions that Campaign Manager can keep track of to alter the story later.


An example interactive story is included to demonstrate the game mode. An important package must be delivered to Lake Miller; find a way to travel the dangerous path to make it there!


You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Thursday, February 29, 2024

Campaign Manager: Coming Soon: Game Mode

Coming soon, Game Mode!

Create interactive stories with branching paths and be able to play it directly in Campaign Manager. Use items in Encounters to build out the game world - including music, text, images, and navigation options.


You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Tuesday, January 30, 2024

Campaign Manager: Printing Maps

Lately, instead of using a computer screen for my DnD players, I've been using printed maps and notes. The print feature in Campaign Manager has come in very handy for this. Something it couldn't do well though is print the battle maps, until today.

Battle maps can be selected on the Player View, a grid configured, then hit print.

It will ask across how many pages should the print span. In this example it is spanning across a maximum of 4 pages.


It will give a print preview for review.


The printed pages can be easily taped together for an exceptionally large battle map using standard letter sized paper.

You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Monday, November 27, 2023

Campaign Manager: Encounter (Battle) Maps

New for this month are encounter (battle) maps! They're intended for use with the player view on a second screen where they can have optional grid lines, rotations, and scaled in a variety of ways, but they can be utilized in any way to improve the campaign. The number of maps bundled with Campaign Manager will also grow over time.




You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Wednesday, October 18, 2023

Campaign Manager: UI Improvements

 This new update has UI improvements in many parts of the software.

- Encounter notes now support HTML tags and can be put in a "View Mode" where they are rendered using those tags.

While editing...

While viewing...


- Improvements to combat evaluations user interface.

- Added buttons on combat form and encounter engagements to open details of the character.

- Added ability to cut/copy/paste asset characters, items, and abilities between assets. This makes it much easier to copy assets from SRD 5.1 and makes your own versions / tweaks in your own asset.


You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Wednesday, September 27, 2023

Campaign Manager: Printing

Latest update for Campaign Manager is printing!


Encounters and assets (characters/abilities/items) can now be easily printed as hard copies for play without needing a computer.


Select your print device...


Verify looks good in print preview...


If a PDF printing device is available (defaults with Windows), then you can also print to PDF format to easily share your creations electronically.

You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager







Thursday, July 20, 2023

Campaign Manager: More Names

Straightforward update this past month has been primarily additional content: Thousands of real world names of lakes, mountains, and rivers have been added for the random name generator.

Also some improvements to the user interface in selecting names via the random name generator.

You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Monday, June 12, 2023

Campaign Manager: Monster Formatting / Links

The latest update for Campaign Manager expands on the earlier update - last month I added support for HTML style tags in the description of assets. For this release, every SRD 5.1 monster type has its description updated to take advantage of the new feature. 


In addition to looking much better and easier to read, it is also very helpful in the middle of combat determining how to use abilities in a timely manner. The items in blue are links that can be selected to open up details of the ability/spell.

You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Wednesday, May 17, 2023

Campaign Manager: Asset Formatting / Links

The update in Campaign Manager for this past month is support for HTML style tags in the descriptions of assets. This enables much nicer formatting of the text in assets so they're easier to read and linking one asset to another.


The text within the description supports heading tags, bolds, underlines, and links (colored in blue) so the characters are far more legible.
 

The mouse cursor changes to a hand when placed over a link, and if clicked the relevant ability is opened. Getting the details of a spell that may be cast is now trivial to do; which is especially useful when you're busy in combat.

All 240 ready-to-go Level 1 through 20 NPCs have been updated with the new style and links. A future update will bring it to the monster assets. 

You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Sunday, April 16, 2023

Campaign Manager: Mod Support

The big update this time is Mod support!

At startup, Campaign Manager with look in a \Mods folder for dll files it can consume to extend its functionality.

Mods can currently:
- Add buttons to the main menu bar.
- Play / stop music.
- Change the background canvas color.
- Get a collection of the campaign encounters.

Mods are written in C# .NET 4.8. Documentation is included with Campaign Manager for how to setup Visual Studio to create a mod, and a sample mod is included with the Campaign Manager installer.

Example code snippets:

            // Add a button to the Tools menu.
            _sampleButtonPressedEvent = new EventHandler(SampleButtonPressed);
            _campaignManagerHost.AddButton("Sample Mod",
                                           "Tools",
                                           Properties.Resources.sampleModIcon,
                                           "Tooltip to demonstrate opening a form for the sample mod.",
                                           _sampleButtonPressedEvent);

            this._campaignManagerHost.PlayMusic("Battle Theme");

            _campaignManagerHost.ActiveCampaign().ActiveCanvas().BackgroundColor = Color.Blue;

                String newOutput = "";
                foreach (IEncounter loopEncounter in this._campaignManagerHost.ActiveCampaign().ActiveCanvas().Encounters)
                {
                    newOutput += loopEncounter.Name + Environment.NewLine;
                }
                textBoxOutput.Text = newOutput;

The API functionality will extend over time, but this is the first step for any developer to extend the Campaign Manager user interface and capabilities.

You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Tuesday, March 21, 2023

Campaign Manager: UI Improvements

No big updates this month for Campaign Manager (some are coming soon). However, small UI improvements were made throughout the application, especially for engagements.

- Adding monsters for encounters / combat evaluations now requires fewer windows / clicks, additional "duplicate" buttons for user convenience, and quick ways to send combat evaluations into encounters.

- Sorting now gracefully handles fractions (for example sorting by challenge rating puts a "1/4 CR" ahead of "1/2 CR").

- Fixed some UI glitches as well when editing assets or using the name generator.


You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Wednesday, February 22, 2023

Campaign Manager: More Ambience Music

Campaign Manager improvement for this month is pretty simple - additional ambience music. The number of atmospheric songs is increase from 13 to 42. There are more songs for standard fantasy role playing but also some for futuristic / sci fi related gaming. Songs include:

​Babbling Brook
Battle Theme
Beach
Campfire
Destruction Earthquake
Destruction Fire Ball
Destruction Ice
Destruction Rock
Destruction Water
Destruction Wind
Dungeon Cave
Evil Forces
Facility Beeping
Facility Chirping
Facility Computer
Facility Damaged
Facility Noise
Facility Phasing
Facility Pulsing
Facility Screeching
Facility Signals
Facility Whooshing
Factory Clockwork
Factory Engine
Factory Ratcheting
Festive Crowd
Forest Night
Forest River
Mountain Breeze
Mountain Day
Mountain Night
Mysterious Cave
Ocean
Rain
Sewer
Space Ship
Tavern
Town
Tunnel
Underground
Village
Wind

​All the songs are looping and intended to be used as background ambience while playing together with friends.


You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager


Friday, January 27, 2023

Campaign Manager: A Better Combat Evaluator

Last month I mentioned populating standard damage attacks, special damage attacks, and healing for all 240 player/NPC character types (level 1 through 20 of fighter, druid, paladin, wizard, etc.). This past month, the same data (and more) has been populated to every monster type in the SRD 5.1 document.


All of which was necessary for the new Combat Evaluator. The Combat Evaluator tool aids game masters in balancing combat their players may encounter. Players and character assets are added to each Team and the results of the engagement calculated.


The victorious team is color coded - green for the winning team and red for the losing team. The colors will show gradients depending on how overpowered one team is versus the other. The advantage shows how much more additional attack and healing one team would require to win. In the above screenshot, Team B wins with a 12% advantage - meaning Team A must roll 12% higher than average on all of its healing and attack rolls to succeed.

The lower section shows an evaluated combat with no advantage given to either player. It includes how much power is left for the winning team at the very bottom.


The evaluation doesn’t take into account players that execute surprise attacks using meticulous plans, expert tactical decisions during a turn, or unbelievably lucky rolls. Instead, it computes using average rolls and typical attack patterns. If a combat is reported near-even, and the players perform very well - they should win. If the combat is reported near-even, and the players perform very poorly - they should lose.

Also of note - no random numbers are used in the combat evaluation. The evaluator will return the exact same results given the same input every time. For example, if an attacker’s chance to hit is +10 and the defender’s chance to defend is 20, half damage is always applied to the average attack roll - as that is the damage that would be dealt averaged across hundreds of turns with random valued attacks.


The combat evaluator takes into account a character's "Initiative" (or "DEX Mod" if no "Initiative" available), "Hit Points", "Armor Class", "Eval Standard Damage", "Eval Standard To Hit", "Eval Special Damage", "Eval Special Count", "Eval Healing Amount", "Eval Healing Count", "Eval Regeneration Amount", and “Eval Reactive Damage”.

"Eval Special Damage" can include "*#" to denote damage may be applied to multiple characters.

"Eval Special Damage" can include "/#" to denote damage may be divided to multiple characters.

"Eval Healing Amount" can include "*#" to denote damage may be applied to multiple characters.

"Eval Healing Amount" can include "/#" to denote damage may be divided to multiple characters.

"Eval Special Count" can include "*" to denote bonus action.

"Eval Special Count" can include "!" to denote the number represents turns between special damage becomes available again.

"Eval Healing Count" can include "*" to denote bonus action.

"Eval Reactive Damage" can include "*" to denote damage dealt when killed.

If something is denoted as a bonus action, then it is used simultaneously with the standard attack or healing. Healings are performed when a fellow teammate is down or if multiple healings are available and a teammate is low. In the above Adult Red Dragon asset, the Fire Breath damage from a special attack is applied to 3 characters each time it is used, and it is available every 3 rounds of combat.

The Combat Evaluator is also accessible from Encounters that have engagements defined. The configured players are automatically added as Team A and the Engagement creatures as Team B.


In the above example, there are players “Luther” and “Aleena” which are set to use Fighter Level 2 and Druid Level 2 in their player configurations respectively. There is an encounter with an Engagement against 2 hobgoblins and 2 goblins. When “Evaluate” is selected on the engagement, a Combat Evaluator is opened putting the players against the engagement participants.


You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager