PDA

View Full Version : Parcels & Encounters Windows



Griogre
May 26th, 2014, 09:30
One thing I really dislike in FG3 is the change to nested windows from tabs for Encounter and Parcel lists. So I thought I would set up a poll to see if I'm the only one.

Briefly, the current implementation is to open up the list of encounters you first have to open the NPC list and press the Encounter button at the top to open a second window with the encounter list. It works identically for Items and Treasure Parcels. First you have to open the Items and then you have to press the Parcel button to open a second list.

The older implementation was a tabbed one when when the NPC/Encounter button was pressed you had both the Encounters and NPCs in the same window and you just clicked on some side tabs (similar to the side tabs on character sheets) so see the different lists.

Another option would be to just reverse the order of the windows since once an adventure is built you almost never open NPCs you just open Encounters and the same for Items and Parcels.

Edit: Thanks for fixing the Poll question Trenloe. :)

Zeus
May 26th, 2014, 10:00
I like the idea of reversing the the order (Encounters -> NPCs) and (Parcels -> Items).

However with the growing list of campaign items, particularly as the community continues to develop extensions which extend campaign functionality e.g. Shops, Towns, City information etc. its becoming ever increasingly difficult to manage the number of campaign desktop items without the sidebar becoming cluttered and the icons getting too small. By way of example in the latter stages of 4E I had over 12 campaign windows registered.

For 5E (and CoreRPG rulesets) I have been toying with the idea of consolidating all the individual windows into one easy to manage Campaign Journal window. The new CJ window would contain a pull down menu containing all registered campaign elements (Story, Images, NPC, Encounter etc. etc) and a window list. Selecting an entry from the pull down menu would then display the appropriate list. The window frame itself would represent a Journal book - categories would be implemented as bookmarks (similar to current implementation but horizontal). The lists would also be filtered and searchable and sheets would be detachable (as per current campaign lists) if required.

If you visualise the current Library window implementation, something similar is what I had in mind.

damned
May 26th, 2014, 12:58
I find the extra click to get to Encounters annoying - i know its just one extra click - but its also an extra window to shutdown too so make that 2 extra clicks!

darrenan
May 26th, 2014, 16:47
I would prefer something along the lines of what Zeus suggested above, so I'm not going to vote. A centralized campaign management "hub" would be nice.

Griogre
May 26th, 2014, 16:57
I like the idea of reversing the the order (Encounters -> NPCs) and (Parcels -> Items).

However with the growing list of campaign items, particularly as the community continues to develop extensions which extend campaign functionality e.g. Shops, Towns, City information etc. its becoming ever increasingly difficult to manage the number of campaign desktop items without the sidebar becoming cluttered and the icons getting too small. By way of example in the latter stages of 4E I had over 12 campaign windows registered.

For 5E (and CoreRPG rulesets) I have been toying with the idea of consolidating all the individual windows into one easy to manage Campaign Journal window. The new CJ window would contain a pull down menu containing all registered campaign elements (Story, Images, NPC, Encounter etc. etc) and a window list. Selecting an entry from the pull down menu would then display the appropriate list. The window frame itself would represent a Journal book - categories would be implemented as bookmarks (similar to current implementation but horizontal). The lists would also be filtered and searchable and sheets would be detachable (as per current campaign lists) if required.

If you visualise the current Library window implementation, something similar is what I had in mind.

Just for feedback, I oppose you idea on a GUI design level. :( I can't stress enough how extremely important it is to keep your nested window hierarchy as flat (few levels) as possible. With your idea, you are adding an extra level for *every* window on the Desktop sidebar. The sidebar design should *speed* you to the most commonly used items during game time. Typically, its more acceptable to have more nested levels during prep time when a GM is not under tremendous time pressure. It's that time pressure that makes extra clicks so annoying, IMHO.

I do applaud your idea to reduce the clutter but I think a better solution would be to consolidate button contents. As I mentioned in the another thread I don't see why the Story & Note buttons can't be combined into a Journal button, in a tabbed window if you want or just combined since they are now functionally the same, just for different owners. I'd also suggest if you do something like this, you push the change up to the CoreRPG level instead of further down since individual rulesets are going to inevitably add more side buttons.

To make sure we are on the same page, I want to mention that many of the library module designs are currently problematic for the *same* over nesting reasons. The 4E monster module design is particularly bad for the same reasons. You open the module, click the MM and get one top level entry in the right library pane. :p At the *very* least you should get one level further down, and a better design is two levels. Its currently like pushing the Windows Start button... and getting *another* Start button - even Windows doesn't do that!

Your ideal window hierarchy should be efficient and work for you - not make you do work. ;) :D

Edit: Just had another thought on the side board buttons. What about a library like two-pane design on them? IE clicking the sideboard "Journal" button would bring up a two paned window with "Story" and "Notes" in the left pane and the second pane populated with the top entry of the right pane. You could even change the top entry on the left pane based on owner or host/client. This would give you good expandability scaling and allow you to do numerous listings without opening a series of extra windows to close. Should also work well with the various merge/combine things down the ruleset line. :)

dulux-oz
May 26th, 2014, 17:25
However with the growing list of campaign items, particularly as the community continues to develop extensions which extend campaign functionality e.g. Shops, Towns, City information etc. its becoming ever increasingly difficult to manage the number of campaign desktop items without the sidebar becoming cluttered and the icons getting too small.

That's why I put ALL the "Locations" Windows under a single Menubar (or Sidebar, if you prefer) Button - v2 of the Locations database has a total of 8 windows (plus the window-lists) - I can't use the "Top Buttons" cause I've run out of real-estate, so the only solution I can come up with to maintain functionality and usability is go back to the FGv2 idea of Tabs down the right-hand side.

I, too, prefer the Tabs to the "Top Buttons" - it just "feels" more right.

Oh, and BTW, people don't need to use the Shop nor the Town Extensions (and therefore the corresponding Menubar Buttons) any more because I've incorporated that functionality (and more) into the Locations Extension. :)

Cheers

Trenloe
May 26th, 2014, 18:37
Edit: Well the poll didn't work like I was expecting. :p And I can't edit it? The poll question doesn't appear.
What do you want it to say?

GMTroll
May 26th, 2014, 21:10
During a game session I mainly rely heavily on the Story items, as I always create links to the relevant Images, Encounter and Parcel items for a Story item. Then after entering all of the adventure detail I rarely open the NPC, Encounter, Item and Parcel windows during game. So it does't really impact how I work with FG, but I could see that if you are less dependant on Story items then reversing the current order for opening these windows would make things easier.

Myrddin
May 26th, 2014, 21:25
Personally, I did prefer the previous tabbed approach compared to the multiple windows we now have. I don't think changing the order of the windows really solves much.

Zeus
May 26th, 2014, 21:58
Just for feedback, I oppose you idea on a GUI design level. :( I can't stress enough how extremely important it is to keep your nested window hierarchy as flat (few levels) as possible. With your idea, you are adding an extra level for *every* window on the Desktop sidebar. The sidebar design should *speed* you to the most commonly used items during game time. Typically, its more acceptable to have more nested levels during prep time when a GM is not under tremendous time pressure. It's that time pressure that makes extra clicks so annoying, IMHO.

Maybe I didn't explain it properly, the lists would not be nested per se. At most, all entries would only require a couple of clicks to get access to the said data (assuming the journal is already open), one to select the campaign data type and one for the actual data from the presented list. Its not really that different from the existing data structures, its just that there is a single window as opposed to many. I like the idea of presenting the index list on the 'left page' and the actual content on the 'right page' though, makes it feel more like the DM's journal/notes book he/she would have if around a real table.


That's why I put ALL the "Locations" Windows under a single Menubar (or Sidebar, if you prefer) Button - v2 of the Locations database has a total of 8 windows (plus the window-lists) - I can't use the "Top Buttons" cause I've run out of real-estate, so the only solution I can come up with to maintain functionality and usability is go back to the FGv2 idea of Tabs down the right-hand side.

Yes, I started doing the same in my latter 4E extensions before they got incorporated. The challenge you end up with is deeply nested lists, which for some users is not equally desirable. e.g. PartySheet from 4E - it ended up having 5 or 6 tabs.


During a game session I mainly rely heavily on the Story items, as I always create links to the relevant Images, Encounter and Parcel items for a Story item. Then after entering all of the adventure detail I rarely open the NPC, Encounter, Item and Parcel windows during game. So it does't really impact how I work with FG, but I could see that if you are less dependant on Story items then reversing the current order for opening these windows would make things easier.

This is pretty much how I organise my campaign and modules. Given Story entries accept formattedtext, I tend to make full use of it, linking all encounter items, handouts and maps to the Story entry. I even include a link back to an index story entry which links all the story items. This way I only have to have a single Story sheet open per encounter or section of the adventure I am running. I tend to use standardised templates for all my gaming, this helps maintain a disciplined approach to organising game data.

Moon Wizard
May 26th, 2014, 22:12
Zeus,

We should talk more about your idea (with feedback from community/thread).

I was also thinking about creating a new Library-like window to allow new campaign/ruleset record types to be more easily added and managed.

This thread and your idea seem like they are very applicable to the concept I was planning to work on next.

I need to wrap my head around what the UI would look like, and the UI flow. I hadn't finalized my thoughts on UI yet, and I can't quite visualize the one you describe yet.

Regards,
JPG

Moon Wizard
May 26th, 2014, 22:16
BTW, the original impetus for a separate button for Encounters and Parcels is that NPCs and Encounters are usually entered at the same time. It required lots of extra button clicks to swap between Encounters and NPCs in the tabbed interface when entering/building adventures.

Cheers,
JPG

Zeus
May 26th, 2014, 22:20
Zeus, We should talk more about your idea (with feedback from community/thread) ... I need to wrap my head around what the UI would look like, and the UI flow. I hadn't finalized my thoughts on UI yet, and I can't quite visualize the one you describe yet.

Happy to. I'll mock up some visuals over the next few evenings and will share here to gather thoughts.

GMTroll
May 26th, 2014, 22:54
I even include a link back to an index story entry which links all the story items. This way I only have to have a single Story sheet open per encounter or section of the adventure I am running.

Hey Zeus, thanks for that little tip. I usually leave an adventure index open all the time. This will help reduce my screen clutter, and confusion :)

damned
May 26th, 2014, 23:33
BTW, the original impetus for a separate button for Encounters and Parcels is that NPCs and Encounters are usually entered at the same time. It required lots of extra button clicks to swap between Encounters and NPCs in the tabbed interface when entering/building adventures.

That makes sense.
I was thinking you might be able to have NPCs and Encounters all in together on the one window/tab?
Perhaps order it Encounters first, followed by NPCs and then Alphabetically?

As Notes start to converge with Story you could do the same? Or perhaps as Notes are still used in game whereas NPCs are less so, maybe on that window they would just order alphabetically? Or just finish merging Notes into Stories?

Trenloe
May 26th, 2014, 23:57
I was thinking you might be able to have NPCs and Encounters all in together on the one window/tab?
Perhaps order it Encounters first, followed by NPCs and then Alphabetically?
No, please no! :-o

damned
May 27th, 2014, 00:15
No, please no! :-o

Not all ideas are good ideas.

Zeus
May 27th, 2014, 07:36
Here's a quick representation of what I was originally thinking.

6562

The left side contains a master campaign index window list at the top which is static i.e. it does not change once the ruleset has loaded, entries are registered as per normal campaign items. The bottom half contains a dynamic window list that updates to display Campaign item entries subject to the Index item selected in the top left window list.

The right side contains the page view of the selected Campaign item entry (left side - bottom window list). I was also thinking it would be nice to implement page bookmarks (akin to shortcuts but embedded/attached to the Campaign window for quick reference).

Hopefully this is a little easier to visualise the consolidation proposed.

Thoughts?

damned
May 27th, 2014, 08:29
Hey Zeus!

Even if this doesnt go foward Im still giving you a big +1 for the neat graphics :)

I think I like it... but I have a couple of questions...
1. Are the tabs along the bottom for things like Items, NPCs, Encounters, Notes...? or Or still Story but different chapters/sections/scenes?
2. Would this prevent you from having 2 Story entries open?

Zeus
May 27th, 2014, 08:48
Hey Zeus!


Even if this doesnt go foward Im still giving you a big +1 for the neat graphics :)

I think I like it... but I have a couple of questions...
1. Are the tabs along the bottom for things like Items, NPCs, Encounters, Notes...? or Or still Story but different chapters/sections/scenes?
2. Would this prevent you from having 2 Story entries open?

My thinking.

1. The tabs at the bottom would operate as per current Campaign Category Tabs. The tabs would be updated depending upon which Index entry has been selected. Clicking a tab would only update the bottom left window list in effect providing a filtered view of the campaign items under the index entry.
2. No. Whilst you are limited to only viewing one page entry inside the Campaign window you can also detach the page sheets using the reference link in the title. As such you can have as many sheets open as you want albeit not inside the campaign window. To mitigate this, I am proposing to introduce a page bookmark function (see tabs in diagram on the right side). I'm thinking right-clicking a page (radial menu entry) would add a bookmark tab to the window. Clicking a bookmark would open the page inside the campaign window for fast reference. Given there is a finite amount of space for bookmarks, bookmarks will have to be updated to only show bookmarks for the Index entry selected.

Moon Wizard
May 27th, 2014, 09:19
I know. Zeus always has the best mock-up graphics. He built most of the 5E graphics as well.

This is very similar to what I was thinking about making an alternate "library" window for additional record types, except that I didn't have the actual record data embedded.

Some thoughts:

One of the concerns that someone brought up (Griogre?) is that this goes back to an additional click to access any given record (i.e. click Journal, then click Story, then click specific record). Any thoughts on addressing this issue?
Embedding the data records into the journal as well as having a separate window may create some design challenges for the individual record windows. Or not. Won't know until we try to fit them in. Also, graphics vary across record types (esp. 4E).
Maybe the "page shortcuts" are actually the visible sidebar buttons? (i.e. giving the GM a way to customize the sidebar for each campaign.)


Another couple alternate designs I've considered:

Header/drop-down combinations for sidebar.

Replace current sidebar buttons with smaller rectangular buttons with text, think RMC ruleset did this at one point?
Maybe small graphic plus text on button to keep cool look, but make it easier to find content. (esp. for new users)
Possible groupings: Tools (CT, Color, Calendar, Tables, Lighting), Story (Story, Notes), PCs (PC, Party), NPCs (Creatures, Encounters), Items (Items, Parcels), Misc (Other Registered Record Types), Library (Modules)
Not as cool as journal approach, but no new window required. Uses existing tabletop space.


Dual buttons

Enhance current sidebar to have 2 graphic buttons side-by-side all the way down.
Easy to implement record "groups" (i.e. Encounters, Parcels) right next to record list icon.
Low overhead
Crowded bar, harder to find right button to press since graphics are smaller?


Library Enhancement

Enhance library window to show all registered record types (Story, NPCs, Items, Encounters, Parcels, etc.) in addition to all loaded modules.
Plus allow registration of new record types (i.e. spells, powers, feats, etc.)
Use existing sidebar, or a variation of one of the other suggestions.


Regards,
JPG

Zeus
May 27th, 2014, 12:42
I know. Zeus always has the best mock-up graphics. He built most of the 5E graphics as well.

:) luv your work too! If it wasn't for FG, you and Doug acquiring Smiteworks I fear my D&D gaming would have dried up!
At the end of the day I just make your genius look even prettier.


This is very similar to what I was thinking about making an alternate "library" window for additional record types, except that I didn't have the actual record data embedded.

Some thoughts:

One of the concerns that someone brought up (Griogre?) is that this goes back to an additional click to access any given record (i.e. click Journal, then click Story, then click specific record). Any thoughts on addressing this issue?



Yes, the one extra level of clicking is the one thing that holds me back. I take on board Griogre's and some of the other members comments, its undesirable. The only way to perhaps manage that with the proposed approach would be to leave the campaign window open at all times, the logic being it holds all campaign references for the GM during play. For most games I would think this would mean the desktop estate is consumed by: chat window, CT, map or handout and the campaign window.



Embedding the data records into the journal as well as having a separate window may create some design challenges for the individual record windows. Or not. Won't know until we try to fit them in. Also, graphics vary across record types (esp. 4E).Yup, might be tricky to pull off a consistent look. by graphics do you mean the individual window classes for the campaign list items (not the small linked list entry, rather the full record)? If so, yeah I guess I might be asking for a lot of graphical remediation work - but if the community really want it and we can see it will add value - I'm happy to support.





Maybe the "page shortcuts" are actually the visible sidebar buttons? (i.e. giving the GM a way to customize the sidebar for each campaign.)

If we could make the sidebar scrollable - that would be another way of approaching this - I guess this might mean some additional scrolling which I guess equates to an extra click.






Another couple alternate designs I've considered:

Header/drop-down combinations for sidebar.

Replace current sidebar buttons with smaller rectangular buttons with text, think RMC ruleset did this at one point?
Maybe small graphic plus text on button to keep cool look, but make it easier to find content. (esp. for new users)
Possible groupings: Tools (CT, Color, Calendar, Tables, Lighting), Story (Story, Notes), PCs (PC, Party), NPCs (Creatures, Encounters), Items (Items, Parcels), Misc (Other Registered Record Types), Library (Modules)
Not as cool as journal approach, but no new window required. Uses existing tabletop space.



I wouldn't like to introduce pure text links for the reasons I gave above. Small graphic icon with text button might work but it gets harder to distinguish detailed graphics at small sizes so we would lose some of the art customisation characteristics from rulesets. I fear things would look rather bland - even between rulesets.


Dual buttons

Enhance current sidebar to have 2 graphic buttons side-by-side all the way down.
Easy to implement record "groups" (i.e. Encounters, Parcels) right next to record list icon.
Low overhead
Crowded bar, harder to find right button to press since graphics are smaller?



This might work well - especially if we could make the sidebar invisible until moused over or mouse hits right side of screen? This way we don't lose desktop space and we still keep a nice flat level of access to all campaign data.


Library Enhancement

Enhance library window to show all registered record types (Story, NPCs, Items, Encounters, Parcels, etc.) in addition to all loaded modules.
Plus allow registration of new record types (i.e. spells, powers, feats, etc.)
Use existing sidebar, or a variation of one of the other suggestions.


Regards,
JPG

I would have thought this option would likely impact backwards compatibility for existing modules in circulation. Still we could investigate.

Griogre
May 27th, 2014, 15:24
What do you want it to say?

The poll question should be:

How do you like the current situation where you can't open the Encounter & Parcels list windows without first opening the NPC & Item list windows? Do you prefer to:

Griogre
May 27th, 2014, 15:29
BTW, the original impetus for a separate button for Encounters and Parcels is that NPCs and Encounters are usually entered at the same time. It required lots of extra button clicks to swap between Encounters and NPCs in the tabbed interface when entering/building adventures.

Cheers,
JPG

I understand that. The difference, in my mind is, I don't mind extra clicks when I'm doing adventure prep because I not under the type of time pressure I am when running a game where every delay *seems* so slow.

ddavison
May 27th, 2014, 15:38
How about the Encounters and NPCs opens a single window with a left-hand scrollable list and a right-hand scrollable list that are independent? The window doesn't benefit from being narrow like it is today, but you could easily make it twice as wide and still allow entries into both and dragging and dropping between the two.

The same could apply to Parcels and Treasure.

ddavison
May 27th, 2014, 15:46
Here is an example with three lists I'm using for the Advanced Bestiary. It uses templates, but you would only need two for each category: NPCs & Encounters, Items & Parcels.
6563

6564

Zeus
May 27th, 2014, 16:02
A good workable idea Doug that address keeping campaign items on a single level of access but ideally it doesn't also address the slow cluttering of the desktop/sidebar with so many different sources of (campaign related) information that keep getting introduced. Over time with more extensions we simply run out of sidebar space.

Maybe we need a combination of a dual button width sidebar as JPG suggested and your idea of extra wide campaign dual list windows?

ddavison
May 27th, 2014, 16:19
We could possibly consolidate a few more. Anything that has a simple one column list could be combined.


Characters
Story
Images & Maps
NPCs with 2nd click to Encounters
Items with 2nd click to Parcels
Notes
Library
Tokens


New List

Characters
Story & Notes
Images & Maps
NPCs & Encounters
Items & Parcels
Library
Tokens


In addition, we could possibly add context specific functionality on the side of these wider windows as a toolbar of sorts or area for people to extend.

dulux-oz
May 27th, 2014, 17:15
As far as consolidating, is there now any real difference between Story Entries and Notes Entries - I mean, couldn't they be combined?

I personally wouldn't mind seeing the current Menubar twice as wide - that way, if Extensions were to add more Buttons they would be displayed (as needed) 2-by-2. I don't think the loss of this little bit of screen real-estate would be too much to bare, and it seems (to my mind) to solve a lot of the problems.

Also, if the number of Buttons got really big we could keep the "double-width" Menubar and lay out the Buttons 3-by-3, thus making each Button only 2/3 the current size, which (IMNSHO) is still big enough to be useful - especially if we used contrasting colours.

We could also keep the Menubar the existing width and lay the Buttons out 2-by-2 now, but that would make the Buttons only 1/2 their current size, which I think is just a bit to small.

We could also combine the suggestions from everyone in some way.

Thoughts?

ddavison
May 27th, 2014, 17:40
I think 2x2 icons would be fine as well. Single column list windows should likely be combined as well since they don't do anything other than hold the list of items. If we did 2x2, I'd like the first X # of icons to be right-aligned and any overflow to pop in further to the left and start again at the top. Ideally, it wouldn't show them as 2x2 until it crossed the threshold. The # of icons to show in one column could even be preference driven. If people don't mind the auto-scaling that is there now, they could leave it set at a high #. If they'd rather have larger buttons in a 2x2 format, they could set it to a lower number like 5 or 6. If we iterate the icons as they are rendered, the # set in the preferences could be used to set the margin spacing and top position. Theoretically, they could have as many columns as people wanted - although I'm sure it would start to look goofy at some point.

dulux-oz
May 27th, 2014, 17:44
OK, let's take that idea a step further - how about we have it Preference settable, but when it goes to the 3rd column have the Buttons go to 2/3 of the size automatically so that the actual Bar gets no wider - or have that as an option as well?

Trenloe
May 27th, 2014, 18:20
The poll question should be:

How do you like the current situation where you can't open the Encounter & Parcels list windows without first opening the NPC & Item list windows? Do you prefer to:
Way too long. :( The limit is 85 characters.

Griogre
May 27th, 2014, 20:13
Probably why it bombed the first time and I missed it. How about this (82 chars w/spaces):

Currently you must open NPCs & Items to get to Encounters & Parcels. I Prefer to:

Trenloe
May 27th, 2014, 20:55
Probably why it bombed the first time and I missed it. How about this (82 chars w/spaces):

Currently you must open NPCs & Items to get to Encounters & Parcels. I Prefer to:
Done. :)

Griogre
May 27th, 2014, 21:06
Here's a quick representation of what I was originally thinking.

6562

The left side contains a master campaign index window list at the top which is static i.e. it does not change once the ruleset has loaded, entries are registered as per normal campaign items. The bottom half contains a dynamic window list that updates to display Campaign item entries subject to the Index item selected in the top left window list.

The right side contains the page view of the selected Campaign item entry (left side - bottom window list). I was also thinking it would be nice to implement page bookmarks (akin to shortcuts but embedded/attached to the Campaign window for quick reference).

Hopefully this is a little easier to visualise the consolidation proposed.

Thoughts?
I'm glad I was able to spark some good discussion.

Zeus, that is one hell of a nice graphic. There is great intuitive data flow from top to intermediate to bottom. This works great if this was the only thing the application does, ie One Note. The problem I see is that the information in this window is a subsystem of FG and has to co-exist with maps/images and the dice/chat window.

After some thought, I still don't like the extra click to open this. I do think this mockup might very well work in a touch screen or windows surface environment where it would be part of the FG desktop and come up on load.

While I like multi-pane windows at the top of a data hierarchy, only one pane typically has value at an individual record. Thus my suggestion would be that when you click the link to an individual monster, encounter, story entry, etc. the multi-pane window would be replaced with just that record. Ideally, that record would have a back button that closed the individual record and replaced it with the multi-pane window to allow fast up and down browsing through the intermediate list. If there was an option to not close the multi-pane then you could pop up multiples of the same or different records or you could just not close the multi-pane window.

This would mean you could still use all the individual windows the rulesets already have for records.

But there are a lot of other good ideas in the thread.

jshauber
May 28th, 2014, 04:17
Whatever you guys decide is fine with me.

When I am creating a scenario/campaign I do all the encounters and loot for them at one time. I then place links for map/encounter/loot in the story line where they are easy to get to and I also pin the encounter and loot on the map. I create everything as very manageable modules so that nothing runs to slow and it allows me to have bits I can use in other games if needed quickly by just turning on the modules and going.

When I am running the game I never have the Item/NPC/Images windows open, I have everything I need in the story or on the map.

When I am creating everything I have more space since there is no combat tracker open and maps are just there for me to place the tokens on for ease later, so I have both monitors available so if there are a couple of extra windows open it is no big deal.

JohnD
May 28th, 2014, 21:37
Been a while but maybe put an NPCs button on the Encounters box in the same place as the Encounters button is on the NPC tab. Easier to switch between the two.

Griogre
May 29th, 2014, 15:46
I think there are two possibilities depending on what you want to emphasize with the FG desktop.



Dual buttons

Enhance current sidebar to have 2 graphic buttons side-by-side all the way down.
Easy to implement record "groups" (i.e. Encounters, Parcels) right next to record list icon.
Low overhead
Crowded bar, harder to find right button to press since graphics are smaller?



After thinking about this a few days this would seem to be the best current solution *if* we view the side board buttons as fast access keys to important things in a ruleset. In this case, for complicated RPGs there could just be a lot of buttons.



Library Enhancement

Enhance library window to show all registered record types (Story, NPCs, Items, Encounters, Parcels, etc.) in addition to all loaded modules.
Plus allow registration of new record types (i.e. spells, powers, feats, etc.)
Use existing sidebar, or a variation of one of the other suggestions.



On the other hand, if you want to emphasize ease of use and more commonality between rulesets a consistent group of top level buttons by function which open up the library like window Moon Wizard suggests above might be best long term. Different functionality between rulesets would just "hook" into the library window instead of changing the top level buttons. You would want your top level buttons/desktop parts to be something that mirrors the important generic parts for any VTT.

The chat window covers the dice and communication parts of the FG VTT. The other parts would be covered by the sideboard buttons, ie Characters, Battlemat, Reference, and Tools. If you wanted to tie all everything together thematically you could get rid of the large sideboard buttons on the right and attach them as tabs/ribbons to the side of the chat window. If I had Zeus' talent I'd insert a beautiful mock up here, I don't so... you'll just have to do it mentally here. :D


We could possibly consolidate a few more. Anything that has a simple one column list could be combined.


Characters
Story
Images & Maps
NPCs with 2nd click to Encounters
Items with 2nd click to Parcels
Notes
Library
Tokens


New List

Characters
Story & Notes
Images & Maps
NPCs & Encounters
Items & Parcels
Library
Tokens


It probably should be Images/Maps & Tokens, IMO. Tokens are always used with Images.

Moon Wizard
June 2nd, 2014, 22:03
Check out this new thread I created in the library with a prototype of Zeus's Journal concept.

https://www.fantasygrounds.com/forums/showthread.php?21243-Journal-Prototype&p=177037#post177037

Cheers,
JPG