13 entries
Applied the panel-free, text-style HUD (money, save notice, NPC name tags) and a scene-transition loading indicator as shared prefabs, finishing GUI integration step 9. The save, quest and combat mockups and cleaning up the old UI left in the scenes are still to do.
The dialogue choices looked like they were floating too far from the dialogue box, so I moved them down 32px. The gap to the box went from 72px to 40px.
Applied the new dialogue box (wide bottom window + name tab) and the "F Talk" prompt. Lines type out one character at a time at the set speed, and choices are picked with ↑↓ + F. Like the menu and shop, it's one shared prefab that survives scene changes.
The total line in the confirmation popup sat too close to the question, so I moved it down and centered it. I also drew a new 128px coin icon to match the blue skin, replacing the old gold coin that looked blurry at 4K.
Pressing Buy or Sell no longer trades right away. A confirmation popup like "Buy 2 Greater Health Potions?" comes up first, so a misclick doesn't turn into a trade.
Switched Luka's general store to the new full-screen skin and, as decided in 165, removed the item tooltip and the old small inventory window. The trade rules stay the same, and the blurred background is now shared code that the menu uses too.
Moved the settings mockup (169) into the menu's settings tab and hooked up resolution, screen mode, VSync, three volumes, music on/off and ultimate cutscenes. Nothing saves until you hit Apply. Graphics quality (which could drop the renderer) and text speed are only saved for now.
Moved the skill mockup (169) into the menu's skill tab and drew a range grid that follows the same rule as combat attack range. The skills' Chinese-character names showed up as □, so I added the freely distributable Noto Serif KR and registered it as a fallback font too.
Moved the inventory mockup (162) into the menu's item tab, replacing the small inventory window that couldn't be opened since 172. I also built potion use and discarding with a confirmation popup, but HP never drops in the village yet, so there's no real use for it.
The equipment tab portrait was too big, so I shrank it by 20%. I also fixed a vertical seam on its right side and the fade looking half as wide at 4K.
Built the equipment tab from the mockup and hooked equipping/unequipping into the inventory and stats. Along the way I hit a bug where an equipped sword vanished after saving, so the save data went up to v4.
Stats aren't defined yet, so I made temporary stats copied straight from the combat unit values and built the character tab from the final mockup. The tab shows skill names, so I moved up the Rock Shatter and Azure Flame Flash renames too.
Built the game menu frame that opens with the I key in the new skin, and locked movement, attacks, dialogue and the camera while it's open. It's the first of nine steps for applying the final mockups, and I fixed the HUD showing up in the blurred background.