1 |
That seems really complicated and not terribly intuitive.
|
1 |
That seems really complicated and not terribly intuitive.
|
2 |
\n
|
2 |
\n
|
3 |
I know it's fun to design neat overlaid UI objects, but the fact that you have to put all those labels should tell you that it's too hard to read.
|
3 |
I know it's fun to design neat overlaid UI objects, but the fact that you have to put all those labels should tell you that it's too hard to read.
|
4 |
\n
|
4 |
\n
|
5 |
As I said before, I'd go with the simple design in the top of the thread (sans the e/m balance box) with the option to expand it to expose a large and detailed economy breakdown underneath (which would include income/outflow due to each kind of expenditure and source). The details breakdown could be two sets of bar-graphs, one for M and one for E.
|
5 |
As I said before, I'd go with the simple design in the top of the thread (sans the e/m balance box) with the option to expand it to expose a large and detailed economy breakdown underneath (which would include income/outflow due to each kind of expenditure and source). The details breakdown could be two sets of bar-graphs, one for M and one for E.
|
6 |
\n
|
6 |
\n
|
7 |
Something like this:
|
7 |
Something like this:
|
8 |
[img]http://i.imgur.com/GcSY24K.png[/img]
|
8 |
[img]http://i.imgur.com/GcSY24K.png[/img]
|
9 |
\n
|
9 |
\n
|
10 |
It
takes
up
a
lot
of
space,
but
it
is
unambiguous
(
although
the
first
one
should
be
labeled
"ECO"
and
not
"BUILDINGS"
in
hindsight)
.
|
10 |
It
takes
up
a
lot
of
space,
but
it
is
unambiguous
(
although
the
first
one
should
be
labeled
"ECO"
and
not
"BUILDINGS"
in
hindsight,
and
probably
"UNITS"
should
be
elaborated
to
"UNIT
POWERS"
or
something)
.
|
11 |
\n
|
11 |
\n
|
12 |
Some players want all those obsessive details all the time, some players never want them, and some players want to peek at that info occasionally. An expand/pin-always-open approach works well for most things like that.
|
12 |
Some players want all those obsessive details all the time, some players never want them, and some players want to peek at that info occasionally. An expand/pin-always-open approach works well for most things like that.
|
13 |
\n
|
13 |
\n
|
14 |
No complicated explanations needed, green is income and red is expenses.
|
14 |
No complicated explanations needed, green is income and red is expenses.
|