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Use organizational hierarchy I'm not sure why you need the top bar to be present while the user is in the shop (a modal interaction), but maybe it's real time gameplay or whatever so I'm going to assume you need it there. To figure out visual layout: Go from broadest context to narrowest context. The hierarchy of contexts is roughly: user -> shop -> ...


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First of all, congrats on asking a very good question and explaining the usability issues in such detailed and logic way. As for your question itself, I think you're perceiving issues with space, element placement and gestures, so here's my take on your problem: 1. Re-arrange Container Elements I'd do this to save space for all other elements while ...


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Solve the problem with a dialog Here's how it could work: you run a check for available games once again, when the user clicks the "Submit" button — no matter how long it took him to fill in the form. If at that point there's another game available, you present him with a dialog: "Meanwhile, another game has become available. Would you like to join it?" ...


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If I was the user, I would expect to get presented with a create game screen, if I stay on that screen for 5 seconds or 5 days it shouldn't matter, when I press the create game button it should be respected and the game actually created. However, if I leave the create game screen and try to go back, it should check for games again before presenting me the ...


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It seems you're working on a strategy game. Such games usually have units and resources and most of them have an info-bar to show their distribution. For desktop games, keyboard is used to give commands and directional movements while the mouse is used for trivial and advanced movements, drag and drop, selection, etc. In your case, I think it's better to ...


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Better solution is to use Disk partition kind of UI:- With this kind of UI, users can Allocate people in one control, compared to having one control per activity. Visually get the rough percentage allocation of people for diff activities. Re-sizing the boundary line b/w two activities will change the allocation. Details of the allocation can be ...


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This obviously depends a lot on the game itself. Think of the pace of the game. How fast do players need to locate and use the controls? If speed and skill is part of the gameplay it is better to have the controls designed and positioned to be used often and fast, and not having too much of them. Sometimes a game’s complexity is the game itself. A strategy ...


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Repeated elements can be clustered with another structure. Let's say you have: Archers, Spear-man, Swordsman and Catapult You can first select - a group of unit - decide on the ratio between base/bunker with the amount of resources. If you have visual cue for each group of soldier on your screen; you do not need four sliders at all. Of course, the new ...



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