thelogicmatrix
September 8th, 2020, 18:42
Hi there, I am a games artist and have a bit of experience in UIUX and general user flow design and I'd like to point out a couple of things that I found to be rather glaring in FGU.
1. Grid Visibility.
The grids use a color picker to determine the color and vilibility of them. THis is adjusted with A which means Alpha. However, the average person will not think that the color will allow them to change the visibility. Make the Alpha slider be accessible from the grid tab, Not inside the color picker.
2. Dice Color
The dice color system is functional but it is rather tedious to get the color you want. Implement the color system from the grid for the dice, for both text and plastic. It will make it a lot more customisable and make the program a lot more cohesive.
3. Assets and Images and Maps
Assets now hold images and maps and you cant use images and maps to import into the new map system. Images and maps is redundant remove it.
4. Importing Images and assets
Make it easier for people to import images into the game, have it allow for drag and drop when the thing is open, and also use file explorer's import to import images rather than the in engine dialogue or the current open the native folder method.
5. Image and asset management
Make it possible for the users to delete stuff in game, most users will not have the technical know how to find the root folder and delete stuff from there
That's it for the main UI UX failings that I caught. Now for some suggestions as to more quality of life upgrades or general issues that I have noticed.
1. Complex dice roll on monster attacks
When I set a ballista to deal 3d6*10 damage, it rolls 3d610 instead.
2. /roll and /r
Either allow the user to change commands or allow /r to be used for rolls, it's what lots of people go to for rolls.
3. Shaders/FX
If possible, allow the GM to modify the strength of the effect, for some of them they can be rather overwhelming and cause too much distortion or noise.
4. Intuitive custom damage or npcs
This one is a big ask but would improve the product a ton. Make selecting the damage either create a drop down and the option to type in custom stuff, or better have a drop down as you type allow for the GM to then click on and pick stuff that pops up as you type. Generally, just make it easier for GMs to create custom effects.
5. Improved gameplay flow
This one is basically something that probably won't happen because it essentially is massive in terms of work and the kind of things that would need to be done, but it would make FG literally the best table. Essentially, make it an RPG. What do I mean by that, well essentially make it so that when it's your turn you can then move forward, this automatically expends your movement and when you move your character there's a path that shows the distance covered. If you don't have anything targeted and are warned if you are going to target an ally with an attack. AoE spells would have drawn rages that basically when used allow you to select things in the radius or the selection. These are things that can be turned off of course but if they worked, they would essentially make playing on FG a breeze, and save GMs headaches with players forgetting to target enemies. As I said this wont be easy but it'll be massive, and make FG amazing.
That's all for now. Main things are to think of the users as people who don't know most technical things and make things easy for them to figure out. Having to spend loads of time searching the web to use something that you just want to play a game on is not the experience that any product wants. I hope I helped, and will be happy to give more advice if I think of anything.
1. Grid Visibility.
The grids use a color picker to determine the color and vilibility of them. THis is adjusted with A which means Alpha. However, the average person will not think that the color will allow them to change the visibility. Make the Alpha slider be accessible from the grid tab, Not inside the color picker.
2. Dice Color
The dice color system is functional but it is rather tedious to get the color you want. Implement the color system from the grid for the dice, for both text and plastic. It will make it a lot more customisable and make the program a lot more cohesive.
3. Assets and Images and Maps
Assets now hold images and maps and you cant use images and maps to import into the new map system. Images and maps is redundant remove it.
4. Importing Images and assets
Make it easier for people to import images into the game, have it allow for drag and drop when the thing is open, and also use file explorer's import to import images rather than the in engine dialogue or the current open the native folder method.
5. Image and asset management
Make it possible for the users to delete stuff in game, most users will not have the technical know how to find the root folder and delete stuff from there
That's it for the main UI UX failings that I caught. Now for some suggestions as to more quality of life upgrades or general issues that I have noticed.
1. Complex dice roll on monster attacks
When I set a ballista to deal 3d6*10 damage, it rolls 3d610 instead.
2. /roll and /r
Either allow the user to change commands or allow /r to be used for rolls, it's what lots of people go to for rolls.
3. Shaders/FX
If possible, allow the GM to modify the strength of the effect, for some of them they can be rather overwhelming and cause too much distortion or noise.
4. Intuitive custom damage or npcs
This one is a big ask but would improve the product a ton. Make selecting the damage either create a drop down and the option to type in custom stuff, or better have a drop down as you type allow for the GM to then click on and pick stuff that pops up as you type. Generally, just make it easier for GMs to create custom effects.
5. Improved gameplay flow
This one is basically something that probably won't happen because it essentially is massive in terms of work and the kind of things that would need to be done, but it would make FG literally the best table. Essentially, make it an RPG. What do I mean by that, well essentially make it so that when it's your turn you can then move forward, this automatically expends your movement and when you move your character there's a path that shows the distance covered. If you don't have anything targeted and are warned if you are going to target an ally with an attack. AoE spells would have drawn rages that basically when used allow you to select things in the radius or the selection. These are things that can be turned off of course but if they worked, they would essentially make playing on FG a breeze, and save GMs headaches with players forgetting to target enemies. As I said this wont be easy but it'll be massive, and make FG amazing.
That's all for now. Main things are to think of the users as people who don't know most technical things and make things easy for them to figure out. Having to spend loads of time searching the web to use something that you just want to play a game on is not the experience that any product wants. I hope I helped, and will be happy to give more advice if I think of anything.