63 entries
I drew two mockups each for the character tab, the first thing you see when opening the menu, and the equipment tab. Character went with the party list, equipment with a big portrait + vertical slots. There's no equip feature yet, so every slot is empty.
Along with mockups that just bring the combat windows into the new skin, I drew a reworked layout. I went with the new layout: a turn indicator, a selected-unit card, a target card, and a vertical quick menu next to the unit.
I drew mockups for the gold display, NPC name tags, save notification and loading screen together. The HUD went with panel-free text (B), loading with a black screen + bottom-right indicator (A), and I'm dropping the item tooltip since it overlaps the info panel.
I made two mockups moving every current dialogue feature, from the talk prompt to lines and choices, into the new skin, and picked the wide bottom window + name tab (option 1). This is also when I decided small screens would get a window-style feel.
I drew two shop mockups using the 6 real items from Luka's general store and picked the full-screen version (option 1), which matches inventory option 1. The sell tab uses the same frame, so I didn't draw it separately.
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.
Instead of polishing the old flat brown skin, I drew a new GUI skin in GIMP. Out of three accent colors I picked B, blue, which is Karin's color, and brought 23 double-resolution 9-slice parts into Unity to check they don't break when stretched.
There was so much chimney smoke that the village looked like a factory, so I removed the smoke from 13 houses, everything except the tavern and guild, and kept the chimneys. The generator follows the same rule, so rebuilding gives the same result.
After confirming nothing referenced them, I deleted 4 legacy village/interior scenes, 2 unused skill-creation scenes and 3 legacy interior NavMeshes, leaving only the 4 SUNTAIL scenes in Build Settings. I also added a safeguard to the generator menus so final scenes can't be wiped by mistake.
Since the village is now kept loaded but disabled, Start doesn't run when it's re-enabled, so the village BGM never came back. It now restarts with the same resume rule on re-enable, and other looping sounds pick up from where they stopped.
While I reran the plaza rebuild several times, the group of fences in front of the houses, sitting at the origin, got deleted entirely. I copied the fences back from a backup scene and changed the delete condition from a name list to a rule.
After 157-1, interior doors were tracking the disabled village player, so you couldn't get back outside. I fixed that and the "No cameras rendering" message during transitions, and moved Noel's stall to the north roadside, facing the road.
I moved the guard, Lina and Luka to the spots I'd marked and added Noel's fruit stall and two guards at the east entrance. Leaving an interior used to take 4.7 s to load; keeping the village loaded but disabled cut it to 0.35 s.
Starting the village exterior overhaul, I moved Luka behind a table under the awning to make it look like a market stall. I added Bruno the gate guard and Pia, a kid watching a house, and turned the backward guild board around with Kail in front of it.
I lowered the bench under the guild's east wall to match the sitting clip height (0.43 m) and sat Sera, a mercenary waiting to get paid, on it. I also fixed the head poking through the wall and the shins sinking into the bench.
A guild isn't a restaurant, so I removed all the tables and chairs from the hall and narrowed it east to west from 17.6 m to 11.2 m (−36%). I also repositioned the chandeliers, pillars and wall props to fit the narrower width.
I shrank the mug that looked stuck under the chin to 0.6×, and made a 6-second loop where it rests on the knee, gets raised to the mouth for a drink, and comes back down. I measured every frame of the loop so it never hits the table or the face.
The handle was still outside the fist, so I moved the grip point to the middle of the first joints of the index and pinky fingers. The twin daggers poking through Garen's hand are now hidden on all seated guests.
Fixed a mug that looked like it was floating in front of the hand and sinking into the table. I changed the math so the handle sits inside the fist, curled the fingers into a fist, and bent the elbow to pull the mug in front of the chest.
I used the sitting animations from 152 for the first time in the tavern hall. I sat the three existing guests in spots that fit their dialogue, added Pelli the bard and Greta the woodcutter, and fixed a mug that was tilted 60° in their hands.