So I player my first roll20 gsme yesterday and have come to the conclusion that it desperately needs a UX (user experience) designer to work on it.
Thought I would list out my suggestions for great improvement.
1: List player names and character name on avatar.
2: amalgamate tabs and floating UI into one tab set. On right, keep play space uncluttered.
3: make seperate, obvious tab for toggling between character sheet and tabletop.
4: make tab icons more obvious.
5: GM hits button to auto generate initiative order for combat, instantly placing a strip down left with each chararacter and enemy in order. First is highlighted- current player has YOUR TURN message and sound. Avatar is highlighted and framed, token is framed.
6: Enemy tokens get numbers appearing top left so you can discuss which is which and this appears in the creature's initiative order entry.
7: dice rolls show dice image and big bright FAT numbers. Critical rolls make different sounds.
8: current armed weapon icons appear above your avatar when it is your turn. Click to roll to hit, they then have a damage icon next to them.
9: hitpoint tracker circles around PCs allows GM to track HP. Players see just their own.
10: player maps scroll to include newly revealed enemies. Checkbox this off if you don't like it.
11: optional wound and heavily woundee icons for enemies and/or PCs. Simplified to one, two or three red slashes signifying light, medium and heavily wounded appearance.
12: GM sets a big, fat count down for waiting game. Optional GAME HAS BEGUN voice announcement calls players to their computer.
What are your thoughts?
13: character sheet is a mess. Fat icons on anything that can be rolled.
14: hitpoint tracker, spells, weapons, skills can be seperated from sheet and brought up in mini tabs.
15: launch pop ups as browser tabs as default behaviour.
Sunday, October 22, 2017
Roll20 UX experience
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