I worry often about the UX of #godotengine.
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I worry often about the UX of #godotengine.
The engine's UX is fairly consistent because many features are written by a small number of people. But as there isn't a UX designer going over everything, I feel a responsibility to call out inconsistencies or weird workflows when I see PRs or proposals for new features.
One example: someone implemented GDScript `Traits`, but many people want it to use an inconsistent and not-beginner-friendly keyword: https://github.com/godotengine/godot/pull/97657#issuecomment-2393446080
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Natasha Nox πΊπ¦π΅πΈreplied to Adriaan de Jongh last edited by
@adriaan That explains some inconsistencies. I keep getting confused by the scripts shown in the editor as they're displayed independent from what you selected as scene or node in the other menu right now.
I.e. moving around using the header menu changes the main content window, however not the sidebars. Especially confusing if you selected a node with a lot of properties while also working on a script with properties that however are from something completely different.