Foundry VTT: Dual Right Edge Menus For Enhanced UX
Hey guys! Let's dive into a crucial aspect of user experience within Foundry Virtual Tabletop (VTT). This article addresses a common request from the community: the ability to display multiple right-hand menus simultaneously. Currently, Foundry VTT only allows one right edge menu option to be visible at a time, except for brief chat displays. This limitation can sometimes hinder workflow and efficiency, especially during intense gameplay or prep sessions. So, let's explore the request for dual right edge menus and how it can significantly improve your Foundry VTT experience.
Understanding the Current Right Edge Menu Limitations
Currently, Foundry VTT's interface displays only one right-hand menu at a time, which can be a bit of a bottleneck. Think about it: you're managing combat, you want to see the combat tracker and also keep an eye on the chat. Switching between them constantly? Not ideal, right? Or maybe you're prepping a session, juggling between your compendium for lore and your actors to populate the scene. All that clicking back and forth can disrupt your flow and waste precious time. This single-view approach, while clean, lacks the flexibility some users need for multitasking and efficient game management. We need a solution that allows us to view and interact with multiple menus simultaneously, making our virtual tabletop experience smoother and more intuitive. Let's break down why this limitation exists and what benefits a dual-menu system could bring to the table. Imagine being able to monitor the combat situation while coordinating with your players via chat, all without ever leaving the main game screen. This kind of efficiency boost is precisely what we're aiming for. By understanding the constraints of the current system, we can better appreciate the potential impact of the proposed enhancements. The single-menu setup also limits the amount of information you can readily access, making complex scenarios harder to manage.
The Request: Dual Columns or Floating Palettes
The core request from the Foundry VTT community is to have the ability to display two right-hand menu columns or to pop out one of the menus into a floating palette. This enhancement would allow users to view and interact with two sets of information simultaneously, streamlining many common tasks within Foundry VTT. Imagine being able to keep the combat tracker open alongside the chat, or having your compendium visible while you're editing actors. This dual-view capability could be a game-changer for efficiency and workflow. The idea of a floating palette is particularly intriguing, as it would offer even more flexibility in arranging the interface to suit individual preferences and screen setups. Whether it's side-by-side columns or a movable window, the ability to see more information at once is a significant step forward in user experience. This change isn't just about aesthetics; it's about empowering game masters and players to manage their games more effectively. Think about the possibilities for customization and how this could cater to different playstyles and game types.
Key Use Cases for Dual Menus
To really drive home the need for dual menus, let's explore some common scenarios where this functionality would shine. These use cases highlight the practical benefits of being able to view and interact with multiple menus at the same time. It's not just about convenience; it's about enhancing the overall gaming experience and streamlining the GM's workflow.
1. Combat Tracker and Chat
One of the most frequent use cases is having the combat tracker and chat open simultaneously. During combat encounters, you need to track initiative, hit points, conditions, and a whole lot more. At the same time, you're communicating with your players, coordinating tactics, and relaying crucial information. Switching between the combat tracker and the chat window is not only cumbersome but can also lead to missed opportunities or delayed reactions. Having both visible at the same time allows for real-time decision-making and a more fluid combat experience. Imagine being able to see who's next in the initiative order while also reading the whispered message from your sneaky rogue – all without clicking a single tab. This streamlined workflow keeps the game moving and the players engaged.
2. Compendium and Actors
When prepping a game, GMs often juggle between the compendium and actors. You might be referencing lore, monster stats, or NPC details in the compendium while simultaneously creating or editing actors to populate your world. The current single-menu system forces you to constantly switch back and forth, disrupting your creative flow. With dual menus, you could have your compendium open on one side, providing a rich source of inspiration, while you tweak actor stats and abilities on the other. This is a game-changer for session prep, allowing you to build more detailed and engaging encounters in less time. It's about having the right resources at your fingertips, so you can focus on the story and the players, not the interface.
3. Scene and Actors
Similar to the compendium and actors scenario, setting up scenes often involves referencing both the scene itself and the actors within it. You might be placing tokens, adjusting lighting, and adding environmental effects while simultaneously managing the actors' positions, stats, and behaviors. Having both menus visible makes this process much more intuitive and efficient. You can see how your actors interact with the scene in real-time, making adjustments on the fly and ensuring a visually and narratively compelling experience. This is particularly useful for complex encounters or dynamic scenes where the environment plays a significant role.
4. Combat Tracker and Actors for Combat Setup
Setting up combats can be a breeze with dual menus, specifically the combat tracker and actors. Imagine dragging and dropping actors directly from your actor list into the combat tracker, instantly adding them to the initiative order. No more switching between menus, no more wasted clicks. This streamlined workflow makes combat setup faster and more intuitive, allowing you to spend more time on the fun parts of the game. It's all about reducing friction and making the GM's job easier. The faster you can get the combat up and running, the sooner you can get back to the action and the story.
Potential Benefits of Implementing Dual Menus
The benefits of implementing dual menus or floating palettes in Foundry VTT extend far beyond simple convenience. They touch on core aspects of user experience, workflow efficiency, and overall game management. Let's explore some of the key advantages this enhancement could bring.
- Enhanced Efficiency: Dual menus allow for simultaneous access to critical information, reducing the need for constant switching and improving overall workflow efficiency. This means less time spent navigating menus and more time focused on the game itself.
- Improved Multitasking: GMs often juggle multiple tasks simultaneously, from managing combat to interacting with players to referencing lore. Dual menus make multitasking easier and more intuitive, allowing you to stay on top of everything without feeling overwhelmed.
- Streamlined Workflow: By providing quick access to multiple tools and resources, dual menus streamline the entire game management process, from session prep to in-game execution. This leads to a smoother and more enjoyable experience for both GMs and players.
- Reduced Cognitive Load: Constantly switching between menus can be mentally taxing. Dual menus reduce this cognitive load by keeping essential information visible and accessible, allowing you to focus your mental energy on the game itself.
- Increased Immersion: By minimizing distractions and streamlining the user interface, dual menus help to create a more immersive gaming experience. You can stay focused on the story and the characters without being pulled out by clunky interface interactions.
Conclusion: A Step Towards a More User-Friendly Foundry VTT
In conclusion, the request for dual right edge menus or floating palettes in Foundry VTT is a significant step towards a more user-friendly and efficient virtual tabletop experience. By addressing the limitations of the current single-menu system, this enhancement would empower GMs and players to manage their games more effectively, streamline their workflows, and ultimately, have more fun. The use cases we've explored – combat tracker and chat, compendium and actors, scene and actors, combat tracker and actors for combat setup – highlight the practical benefits of this feature. The potential to enhance efficiency, improve multitasking, streamline workflow, reduce cognitive load, and increase immersion makes this a compelling addition to Foundry VTT. Let's hope the developers take note and consider implementing this valuable feature in future updates. What do you guys think? How would dual menus improve your Foundry VTT experience?