So how should I design this from a usability standpoint?
The one-click solution
I put a "buy" button and a "quantity" input field (default: 1) next to each item in the vendor menu. While the menu is open, a "sell" button with a "quantity"(default: current amount) is added to the item detail area.The drag&drop solution
Items are bought by dragging them from the vendor window to the inventory window. Items are sold by dragging them the other way.While this is pretty intuitive and places the bought items right where the player wants them, it makes it hard to buy whole stacks or sell partial stacks (maybe ask it with a popup window?). It's also hard to communicate how much money the player will make with selling an item.
The bargain solution
This would mostly use a dialog I plan to use for player/player trading. The player drags the items they want to sell or buy from their inventory and the vendors inventory into a box. The sum is calculated on both sides and the difference is listed below it. When the difference isn't larger than the money the player got, the buy button becomes active.This especially makes it more comfortable to replace equipment with more expensive one.
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