Thread: Fantasy Grounds Unity engine
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April 12th, 2018, 22:14 #821
Are you considering multi-language (FGU app and rulesets)? Language is a barrier to some non English-speaking people from all over the world.
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April 12th, 2018, 23:06 #822
Supreme Deity
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We are looking at making the engine support UTF-8 characters and working fully with TTF fonts to support UTF-8 characters, so that non-English languages work when used within the application.
However, we do not currently have plans for localizing any of the DLC, which is a massive undertaking.
Regards,
JPG
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April 12th, 2018, 23:13 #823
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What is this, a FGU wish list?
If so, please put me down for ... more than one combat tracker. My party always splits up, and I'm perpetually going from one group to the next 15 minutes of combat here, 15 minutes of combat there ...
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April 13th, 2018, 00:06 #824
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April 13th, 2018, 00:35 #825
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April 13th, 2018, 08:23 #826
Unicode... yay!
The past is a rudder to guide us, not an anchor to hold us back.
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April 13th, 2018, 11:00 #827
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April 13th, 2018, 12:15 #828
The best way would probably be for the CT to be map dependent. So if a party split you would move them to a separate map. Some players have a real penchant for doing this. However, last thing I'd want would be multiple CT windows to manage. I'd want FGU to be smart enough to be displaying the tracker of the map that had "focus" so you could click between CT's and maps simultaneously.
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April 13th, 2018, 13:36 #829
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This is already how people think it works when they first use FG. They move tokens to the map, then to the CT.... because that is the intuitive way to play an RPG, you use the things on the map to do stuff with. FG is unintuitive and backwards having it need to be in a singular combat tracker, then moving form there o the map, means you can't prep a map fully in advance.
If it was Map first, CT after, then not only could you prep a full map long in advance and when you load the map all the NPC tokens, encounters, and monsters load into the CT automatically, but when you load a new map you also load a new CT.
This means each map has its own set of data, which would allow for split parties.
not to mention being able to just load a map and all things in the "CT" ready and hidden from players until they are seen with "dynamic lighting", would make coding adventures better and easier, and prepping a new encounter faster as you play.
Sadly the CT doesnt see the map at all so can't get any information form it to make it the more intuitive way of Map -> CT.
Then how do you save a campaign with a split party? well that would jsut save the map and tokens and character/NPC states, and the CT info is stored with the map for each map... so when you load a map again, it restores the last data within the map to the CT for that map.
Might be best to only allow the program to load one CT at a time, though each map has its own data. so you might have 2 maps open, but only one CT window will ever be open, for the "active" map, and the CT will show on the title bar or something which map it is currently tracking.
....ideas.
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April 13th, 2018, 13:40 #830
You can absolutely prepare encounters on the map before the game.
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