The Architecture of
TTS Mods & Scripting
Got a board game you'd like to bring to the digital table? That's where Tabletop Simulator (TTS) comes in! Whether you're looking to test your latest prototype with players around the world, pitch your game to publishers, or let potential backers try it before your crowdfunding campaign, having a digital version of your game can come in pretty handy. I build custom TTS mods, taking care of everything from importing your cards, boards, and tokens to scripting game mechanics and creating handy tools to make the experience smoother. And don't worry, not every game needs a fully automated mod. Sometimes, a simple, well-organized digital table is exactly what you're looking for!
What I Do
First things first: let's get your game onto the virtual table! I import and organize your game components, including boards, cards, tokens, dice, and custom 3D objects. I also set up the play area, snapping points, hidden zones, player hands, and anything else your game might need. The idea is to make everything easy to find, move around, and interact with, without players having to fight the interface just to play a card.
Ever wished you could shuffle and deal hundreds of cards, set up a new scenario, or reset the entire board with a single click? Well, that's where a little Lua magic comes in! I use Lua scripting to automate repetitive tasks, manage game states, handle scoring, and implement custom interactions. Whether you need a simple button to speed up setup or something more elaborate to handle specific game mechanics, I can help reduce the amount of manual work so players can spend more time actually playing.
Sometimes, the standard TTS controls aren't quite enough for what you have in mind. I can create custom menus, buttons, and interactive panels using Lua and XML, giving players and designers easier access to the functions they need. And if you're still developing your game, I can also build debugging and testing tools to help you reset scenarios, change game states, or experiment with different situations without setting everything up again from scratch.
A TTS mod built for internal playtesting doesn't necessarily need the same bells and whistles as one you'll be showing off to publishers or potential backers. For playtesting, I focus on practicality: easy setup, quick resets, and enough flexibility to experiment with different rules and mechanics. For publisher pitches and public demonstrations, I can take things a little further, polishing the presentation, organizing the components, and adding useful features to make the game more approachable for people discovering it for the first time. After all, you want people to spend their time getting to know your game, not figuring out how to use the mod!