Friday, September 9, 2016

UIX Continues

Well, I didn't get as far as I wanted. I think I've mostly solved the "how to use Unity UI tools" problems. Now I'm onto the much more daunting problem domain of "how to make a good UI that holds a lot of information".

Here is what I have so far for my "buy" UI. The goal of this UI is to let you pick goods to take on an Itinerary (a route (possibly multi-city) that you have previously set as a travel plan). The goal is to give all the information necessary to let the player balance risk vs reward ("how much am I prepared to invest? What chance of losing the load to bandits is acceptable?") and also experiment with different route/loadout good combinations. The functional idea is that you get a list of all the things the town sells in a scroll view (the magenta colored area), sorted by sell price value. If you actually want to buy something, you click on the item, and a dropdown appears below it with more information, as well as "Order" and "Cancel" buttons. You can play with your hypothetical loadout as much as you like, and then when you're happy, click "Buy Goods".



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