Open patrickmohrmann opened 1 year ago
What's it look like when a category is expanded?
my idea was to do a color scheme. e.g. Attacks = red, Abilities = green, Attributes = yellow. if on of those is hovered another circle is drawn around with the entities inside and a colored ring aournd it.
I don't know about earthdawn 4e, so maybe this isn't applicable there. But 6 circles in your sketch stretched out from a central location looks great. But if I click on one of those is it a flyout "regular" list menu? Or is it another radial menu? For example, in pf1, I've got 40 skills under my "Skills" category. How would that work with your design?
I know I'm asking leading question, and I do like what you have sketched up. But the leading questions are 1 - because of the case outlined above, and 2 - because I've actually done years of UI work with software that has a very similar menu.
The software I worked one basically had a rule of "you can't have more than 6 nodes off of any circle". So that meant you could only have 5 options off of any new node, because one node was already taken up by the spot it expanded from (or the back button). So those 5 options usually had to be subcategories that expanded with the same rules. Granted my software had hexes instead of circles, so those numbers were more defined.
So you could have any number of circles, but they'll also need labels for UX purposes, so you can't have "too many" on the screen at once. Icons are good, but text floating off of the circle to say what it is will be a lot more accessible. And then you need to make sure that a generic design like this can account for different systems that could have an unknown number of actions/subcategories under a given menu.
Lastly, designing a dynamic menu isn't easy in foundry as it doesn't have any modern UI frameworks built in, so it's basically defining it all in html/css. While definitely doable, it's also a barrier.
I'm not trying to discourage you at all, because like I said I like what you've got linked -- it's clean and aesthetically appealing. It's just I would need to see a more fully fleshed out design with a lot more subcategories/actions to know if it's something that could work in TAH Core.
This is all just my opinion. And if you think you can make it work then definitely feel free to build it, I'm sure Larkinabout wouldn't have any problem with a PR if you can get it all working. I just dropped comments in here because I thought what you posted was interesting (and apparently I've got a bit to say on the topic 😅). But I'm not affiliated with this repo in any way.
Earthdawn has some categories which might reduce the amount to a handable amount, Thanks for the advice
Hi @patrickmohrmann, Earthdawn isn't currently supported by Token Action HUD Core. You could maybe attempt this for the original Token Action HUD, though I would perhaps suggest finding someone (or perhaps yourself) to port Earthdawn support over to Token Action HUD Core first. In either case, you're welcome to build this out and create a pull request.
Describe your idea I would like to use the action hud in another style. I would love to have the TAH attached to the token and by using click+ configurable control key something like this appears (see this code example please https://codepen.io/enmckinn/pen/JxOOej)
Versions
Additional context I would be happy to do try and do the css myself