So, i know what I want it to look like for the UI that i'm aiming for but i'm not 100% certain what sort of best practices to use for executing this. But, before i go into too much detail, i'll give you a breakdown of what i mean.
See, the game i've got has a mish-mash of different types of character classes... So, things like a mage, a soldier, a "pet-based" class, that kinda thing (for the pet-based class, think the "Engineer" from TF2.)
I've managed to come up against a bit of a pickle here... because since some of the character classes use a mana-bar system for "ammunition" and others have actual ammo counts. Also, each character will have it's own skill tree for unlocking skills and spells and such...
But, i'm not sure how to best approach this? would it be better to make custom UI panels for each class and load them up individually (potentially leading to it being easier to approach from a coding point of view but at the cost of a bigger atlas and possibly larger file size) or would it be better to make everything modular and have each class have a set colleciton of buttons and such that are loaded up dynamically (leading to a more sensibly sized atlas but at the cost of more complexity in coding and as such more opportunities for bugs to manifest.)
What would you do if you were to do this for your own project? would you go for the "set pieces" and sacrifice the atlas size or would you opt for a more dynamic, modular approach and deal with the potential for bugs and such?