Anyway, my initial idea was to have as little stuff on the screen as possible: no black area on the top of the screen, no health/mana orbs on the bottom of the screen... Since we already have Stamina and Magic show above the player model, we didn't really need to show them anywhere else. We needed to show what spells and deals the player currently had though, for which I tried something similar to Bastion (and a lot of other games, I'm sure), where the different UI elements kind of float on screen, trying not to obstruct too much of the game view. I kind of liked this approach, but I ultimately decided on the one you see above (which is kind of close to the black area of Zelda, or maybe a bit like Castlevania or Ninja Gaiden, though I originally decided against it).
I also downloaded Color Oracle, which simulates different types of color blindness, to test how the game would look to someone with color vision deficiency. The game seems to look fine for the most part, but people with Tritanopia might have some trouble distinguishing between the green and blue of stamina and magic, respectively. The new UI also has text for which is which though, so it might not be a big problem. I will have to ask around.
|Some of the spell icons.|
|A few deal icons.|
|To take or not to take.|
Until next time.