Thread: Future Development
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June 25th, 2022, 18:28 #21If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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July 1st, 2022, 13:58 #22
Lack of a roadmap with no way for a user to know if the areas of concern to them are going to be worked on is a major issue. You're faced with the choice of "wait and hope" or "go look for alternatives". And if you don't know what the next big thing right around the corner is, you don't know if it's something that might tip the balance back towards "I'll keep waiting".
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July 1st, 2022, 17:14 #23
Which is one of the reasons most people say "Buy FG for what it is today".
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July 1st, 2022, 18:00 #24
Supreme Deity
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I've always found that the challenge with announcing the roadmap in advance (especially as we're a smaller company) is that we are constantly having to adapt to the current priorities.
We're constantly prototyping stuff, working on plumbing, pivoting to address items that come up, working with support, etc.; in addition to the "projects" we're working on. Even some of the projects we try either don't work out the way we want (and get shelved, possibly looked at later), or take much more time than anticipated, or just didn't work at all.
Also, we are balancing slowly improving and simplifying developer pieces of both rulesets and the client, while trying to minimize disruption and maintain maximum backward compatibility. I am constantly moving between projects to make sure that they're all getting the support they need to move forward when we can.
As we get within a few weeks of new features, we try to announce them.
Currently, we have projects for sound integration and custom dice in the works; but no final date yet as some of the research for both tech and production pipeline are still being worked out, as well as integrating from prototype to production code. Also, we have an ongoing push in the development channel to both simplify and consolidate developer resources for CoreRPG layer for use in all rulesets, as well as preparing for supporting 5E vehicles. When we don't have firm dates for release of a capability; we typically wait to announce and market within a few weeks when we're sure we are ready to deliver.
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JPGLast edited by Moon Wizard; July 1st, 2022 at 19:02.
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July 2nd, 2022, 11:55 #25
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As the person that started the thread, I am not particularly interested in a roadmap or a timeline. I used to work in software and I know the issues. But I am just wondering is the devs view of what is important overlap in any way with mine. I have seen a lot of development of a mapping application, which to be honest I see as unnecessary, there are perfectly good mapping applications out there that are easier to use. Not as good perhaps but good enough for the job.
On the subject of mapping, why on Earth were spell templates placed in the image creation tools. Requiring the DM to enter map editing mode to use them and not put in to a user image layer? That is more work than is worth it for the DM.
I can understand that I might never see independent windowing or multi monitor support in the current version but scalable front? We can have die macros in chat but on the character sheet or any way to drag them to the buttons at the bottom. Or custom tooltips for those buttons so you can remember what you dragged there.
I mean I understand, small company, limited resources but it is frustrating.
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July 2nd, 2022, 18:03 #26
This is an easy one. Any chat command can be dragged to a quickbutton. Just type your command in the chat and, BEFORE hitting Enter, drag it to the button you want. (You can then right-click the button and edit the name, too, if desired.) This feature has been around since the early days of FG.
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July 2nd, 2022, 21:56 #27
There is scaleui for changing the whole graphic scale. A problem with just changing the font size (like many big font extensions do) is that it does not change the size of the box the text is supposed to fit in, or the size of the character sheet window the stuff is all supposed to fit in.
It could be done for large text fields for things like story entries and the chat box, but not really for windows like character sheets, items, etc.
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July 3rd, 2022, 00:15 #28
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If you go to the thread that Zacchaeus mentioned (https://www.fantasygrounds.com/forum...rd-Bug-Reports) and add a post to it with the bug and how it can be recreated then the developer is pretty good about getting things fixed when he gets a chance. He might not read this thread so it would get missed.
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July 3rd, 2022, 14:16 #29
I've moved the posts regarding the issue with Character Wizard to a more appropriate thread here: https://www.fantasygrounds.com/forum...l=1#post654607
@Gezzer and others - please continue your discussions regarding the character wizard in that thread. Thanks.Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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