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#ActualOrymus3

Posted 05 May 2013 - 11:59 AM

Hi,

 

I'm currently struggling with a player input / User interface issue I'm trying to fix and would like your feedback.

 

I'm working on a project where you manage a single resource towards various poles.

 

Think of it as trying to manage people to do different tasks:

'how many people should do task "a"'

'how many people should do task "b"'

'how many people should do task "c"'

...

 

Now, most games I've seen use multiple 1-dimension sliders and some form of a total.

Many of them will make it so that when you increase one slider, it will automatically substract from one of the others in such or such way.

 

I find this system to be suboptimal at best and irritating to use, but lack more efficient implementation to really substantiate it.

 

Since there are 6 different allocations in my game, I initially went for a sort of hexagon where you could just drag your allocation balance, but it was limited in that, if you would move towards B, you'd also inherently move closer to A and C, while moving away from D,E,F and my system really doesn't have much correlation by proximity.

 

I was wondering if you know of, or have thought about potential implementations to make manipulating such a system simpler and less irritating?


#1Orymus3

Posted 05 May 2013 - 11:58 AM

Hi,

 

I'm currently struggling with a player input / User interface issue I'm trying to fix and would like your feedback.

 

I'm working on a project where you manage a single resource towards various pole.

 

Think of it as

'how many people should do task "a"'

'how many people should do task "b"'

'how many people should do task "c"'

...

 

Now, most games I've seen use multiple 1-dimension sliders and some form of a total.

Many of them will make it so that when you increase one slider, it will automatically substract from one of the others in such or such way.

 

I find this system to be suboptimal at best and irritating to use, but lack more efficient implementation to really substantiate it.

 

Since there are 6 different allocations in my game, I initially went for a sort of hexagon where you could just drag your allocation balance, but it was limited in that, if you would move towards B, you'd also inherently move closer to A and C, while moving away from D,E,F and my system really doesn't have much correlation by proximity.

 

I was wondering if you know of, or have thought about potential implementations to make manipulating such a system simpler and less irritating?

 


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