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?
Edited by Orymus3, 05 May 2013 - 11:59 AM.