List-style inventory mockups — going with the full menu
I drew two mockups turning the 4×4 grid inventory into the new skin's list style, and picked the full menu version (option 1) with a blurred background. This is also when I set a rule: nothing goes into the game until every screen has a mockup.
In 161 I settled on B blue for the skin, but the current inventory is a 4×4 grid in a window while the game keeps running. The skin mockup has a side menu + list + info panel structure, so I had to decide on the layout first.
While I was at it, I set some work rules. Rejected mockups don't get thrown away, they stay. GIMP originals live in the Gimp/ folder at the project root, and Unity gets copies. And nothing goes into the game until every screen has a mockup. The GUI has to support 1080p, 2K and 4K.
Screens I built
I went with option 1, the full menu. Pressing I opens a menu screen with the background blurred.
The side tabs on the left go Character / Equipment / Items / Skills / Journal / Settings / Save / Load, with your gold below them. In the middle are the title "Belongings" with 8/16 slots, filter buttons (All, Consumables, Materials, Weapons), a list showing icon, name, type and ×quantity, and a description box below it.
The info panel on the right has a big icon, the name, type and how many you own, plus EFFECT (HP/MP recovery, buy and sell price, stacking and max). Below that it shows how many you'll have left after using one (2 → 1), and Discard / Use (F) buttons. Key hints: ↑↓ list, Q E filter, F use, I close.
I used the real names, descriptions, recovery amounts, prices and icons of the 8 actual items, and the background is the village screen.
Option 2 opens as a window on the right like now, and the game keeps running. The list, info and buttons all fit in one window, and I drew the gold display in the new skin too. It didn't make the cut, but I kept it.
Next up
- The Character, Equipment, Skills, Journal and Settings tabs don't do anything yet, so decide whether to leave them disabled. Save and Load can hook into the F5/F9 features
- There's no item use feature, and the village has no concept of HP. Discard needs a confirmation dialog
- Block movement, F interactions and camera rotation while the menu is open (lock player input the way the shop does)
- Background blur needs URP post-processing, so decide whether to just darken it instead
- The shop uses the item tooltip too, so it has to stay when I rebuild the inventory
- Item icons (128px) aren't enough for 4K. The 120px box in the info panel is drawn at 240px in 4K, so they need to be 256px or more. The gold coin (64px in a 32px box) is fine

