New answers tagged games
First, sorry that some of the comments are so dismissive. You're asking a question that a novice would ask, and so I'll provide an answer that helps a novice learn what's involved. It's easy, but it's difficult. Implementing a survey is the easy part. Designing a survey so it gathers information you can use is difficult. If your survey fails to ask the ...
instead of showing all the controls at the same time you could have a view mode only with justlabels and visuals, when the play selects one of the panels it becomes editable and the controls appear
instead of using text you could also convey the notifications as a series of icons.
The 2nd option is what I see in most games. You can also have a ticker somewhere on the screen (takes up a pre-defined space at all times, can also be partially translucent). They can also be in the start menu, which is a bit bland. It also depends on the game. If you can somehow incorporate notifications within the game's plot, that will provide a much ...
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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