school project shenanigans, school makes me work, so i pixel on it

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school project shenanigans, school makes me work, so i pixel on it

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There's a bunch of different screens, but taking into account your reference to BeastKeeper, you probably mean the Beast profile . UI for such unconventional things is always a challenge, especially when you need to squeeze in that much data. Also as we know now, a tutorial is of a great importance when learning game controls, and it was literally non-existant in terms of GUI in BeastKeeper. No wonder you found it confusing! We plan to make a tutorial that takes into account this aspect of the game as well, starting simple and moving to more complex things. It's a big chunk of work itself, but it surely needs to be done.
We're still looking for the best solutions and moving things around. All crucial info is placed at the top of the screen to be available without scrolling, and detailed data goes below that. The current WIP version looks like this:
Most of the interactions with a Beast are available without scrolling. There's a context menu which appears when clicking a Beast:
It provides a quick access to all areas where you may want to do something with a Beast (issue orders, wear items, change allowance size, make gifts, craft items, check recent actions, etc.)
Dialog overlay for events waiting for player's decision:
The data&details part isn’t that minimalistic, but there’s no other nice way to get it all in one place...
Inventory and item details:
We're still looking for a good solution to represent genetic info and phenotypic traits. The system is more complex than that of BeastKeeper, so we need to find a truly effective way of representing that much of heterogenous data which is the task we haven't solved yet.
#screenshotsaturday of an update with some final assets in for Unicornia's level select screen!
Working on GUI elements

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Concept for a character’s equipment screen.
2 hours, 15 minutes.
Menu with hirelings in #gunlayer