Some interface suggestions

The main problem is that vertical sliders and horizontal time investment bar show both the same info but with different values. Could be more usable when all this is shortened to horizontal bar with controls and divided to 10% blocks scale above it (like ruler). Top section can be used for stuff combinig and some statistics maybe (features reqs, stuff output, etc.).

List of my stuff at the development stages should show when someone is on a vacation. Makes it easier to switch since the office is overlayed at this time.

Place “Menu”, “Settings” and “Help” buttons somewhere for dummies. And maybe some more controls always visible with notifications for publish/contracts. Sure, I know that dropdown menu is a feature, but it could be shortened to personal menu for every single worker. Unlinked actions should be visible, I think.

It’s a bug but goes in bulk: I need “windowed mode” setting saved between game sessions, please!

Training courses are repeatable and static. As I want to see it - many different courses but once for a worker. Can’t remember me being trained the same course/learning the same book even twice. Reference myself to it - yes, but not fully repeating it. G3 training should not be affected, though, it’s fine as it is.

Adjusting development screen size to fit into minimal game window size is not enough - can’t see left part of stuff list and right part of features list. And the minimum window size to fit it into edges is too big for my video player for Star Trek: TOS, it’s overlayed by the game. =(

Many other good suggestions were made before me so I won’t bother to repeat it.

2 Likes

First of all, you should never have someone on vacation during development :smile:
Try to sync them by sending them all at once.

As for the sliders, i agree it’s very confusing as it is now. Beginners might be put of by the fact that allocated bar and sliders are 2 different values. Dividing it with a 10% block sounds good.

Thanks for the feedback :green_heart:

Shi~ happens. Sometimes. =)
Still think that vacation info is useful.

I still don’t get what value the sliders represent, and it’s pretty confusing sometimes.
The allocation bar is pretty self explanatory.

Actually the sliders do not represent a value used in how you spent your time on each part of the game.
That’s why it’s confusing.
All though hidden the sliders have sort of hidden values, which is the amount of Design or Tech it has.

For Example:
Dialogues is 90% Design and 10% Tech, meaning during development will produce more Design bubbles then Tech bubbles.

I agree with everything said apart from this make the sliders %5 for the people who really want to go into the detail. For example %45 for something and %25 for the other and blah blah blah. You get the idea.