Hello again! It’s been a while since my last update.

I took a bit of a break from working on the game to re-think a few things from a workflow standpoint, and it really allowed me to dig deep into some design decisions, and more importantly, some design philosophy that I’ve come to consider. I want to simplify as much as I can.

battletest

This is a mock-up of my combat UI. The idea here is to use simple menus to give the player feedback on everything that’s going on in combat without over-doing it through a million icons and walls of text.

The top portion of the screen would consist of dialogue from each character on their turn, describing their abilities, their combat state, and whatever information currently highlighted, as well as flavor text depending on the enemy.

On the right is a simple menu, showing your available actions.

The bottom is a plain menu with resource bars. Originally I was going to have the sprite of whichever characters turn it was displayed in that little box on the left side of the menu, but I may scrap that for something else, or just move everything over entirely. I really like the idea, but it seems redundant when you have a character portrait in the top menu.

Additionally, I’d like to have the background scrolling. I might make a GIF of that at some point once I manage to animate the battle sprites.

Anyway, I’d love to hear your thoughts on it!