* In the DARK TOWER board game, the players are P1, P2, P3, and P4. There are some changes between the actual board game and this Tabletop Simulator version (these are also written in the notebook): The keypad itself has GUI buttons just below the surface. The Tower is a OBJ mesh with five Unity AssetBundles joined to it: one sound block, one display core, two LCDs (which I plan on releasing separately in the Workshop for others to use), and one “blink screen” that goes over the LCDs and simulates them blinking. Please try to pick up the Dark Tower only from the bottom flared base the AssetBundles are connected to it with Joints, which I’ve found to be unpredictable when going from B-to-A rather than A-to-B. The Dark Tower itself isn’t a perfect re-creation, but I tried to make slight changes to the shape of it to make virtual play a little easier… the keypad is now convex instead of concave, for example. Wherever I could, I’ve re-mastered the graphics on the Tower and on the board, and I’ve cleaned up any noise on the sounds. (And all I had to do was teach myself Lua, Blender, and Unity animations and asset bundling… no sweat!)Īlthough the manual has mostly been transcribed into the notebook (edited for changes), Hasbro hosts one here: Here it is… this is the big one! Follow your scout, feed your beast, and crank up the 1812 Overture! My Tabletop Simulator mod for February 2017 is none other than Milton Bradley’s 1981 sued-out-existence classic, DARK TOWER!
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