11 entries
I had written down the village HUD final pick as A, the panel style, by mistake. I corrected it to B, the text style, and fixed the final folder and the related records.
I renamed Greatsword Slam to Rock Shatter and Aurora Slash to Azure Flame Flash, updated 8 mockups, and gathered the 18 final mockups into one folder. I also fixed the longer name getting covered by the ultimate badge. The game data is unchanged for now.
I drew two mockups each for the last side menu screens: skills, quests and settings. Skills became a list + details without the scene preview, quests a list + details, and settings one window in two columns with no preview panel. All menu mockups are done.
I renamed Journal in the side menu to Quests and updated 5 existing mockups, then drew a save/load screen with a 5-row slot list and an overwrite confirmation. The current save data has no per-slot summary info, so I filled it in with placeholder values.
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.