Update 3: The Dialogue UI
We've now come to the point where fixing up a proper UI is important. More than just functional, we now want our game-in-the-works to look presentable and starting thinking about how visual design feeds into the game's systems. This is not a small task, so we decided to break up the UI design into a few pieces that we could work on one at a time. The first piece, and probably the simplest, was the UI of the dialogue engine. This is what we came up with. Screenshot from an event with Shelly First, we wanted to place the text box at the bottom of the screen. That way, we could make use of the great width of the screen to display more text, and position the characters to have as much of them showing as possible without covering up any important features like the face. Next, we wanted to have a cohesive theme for our UI. We decided on a mainly thread-based UI, since one of the core components of Dark Miasma's lore is the existence of the Threads of Fate. We d...