[Dev Note] UI

Hello, Survivors~!
It’s the UI guy here and I’m hijacking the Dev Note this week! Nice to meet you!
Let me start off by saying: The UI is completely changing!
I'm sure you're dying to know more, and unfortunately, I can't tell you too much right now, actually there is ALOT I can’t tell you... but I can say something big is coming, folks. Something so big that we had to completely change the UI....... (Winter is coming!)
So…what the heck is going on?

[h3]The times they are a-changin'... to a new interface.[/h3]
Some of you may notice the signs of change: unfamiliar tooltips or unfamiliar buttons in screenshots we’ve shared. Yes, we haven't released the update yet, but the UI has been changing little by little, right up until the moment we wrote this Dev Note actually. And the reason for these big changes is so that we can incorporate the feedback you've been giving us and fully embrace the new UX that's coming.
ːsteamfacepalmː "I have a really cool idea, but I need to make sure users know about it! Should I use an icon? What color? Will the existing tooltip work? No, is there a way to use that without a tooltip in the first place? How does it work with the other features? And I have to leave the UI to a programmer?!"
The UI you know today was created by a programmer with limited resources in the days before I was around. No easy feat! ːsteamthumbsupː It worked, but as you can see from the ranting above, new things weren't just being added. The old things had to change to keep up, and a new UI was needed for future extensibility and maintainability. We also needed to save a busy programmer from losing his mind!

[h3]Introducing the Changes[/h3]
We're excited to announce the new interface for REMORE: INFESTED KINGDOM!
...But unfortunately, it's not quite finished yet, because it's still a work in progress. Right now, Remore is like a house with rooms that are constantly moving, so if you put up wallpaper, it's going to rip, if you put furniture in, it's going to tip over. It's in a fluctuating state of construction. I'm going to decorate it, put in some pretty nightlights and fluffy dolls, and only after I've verified that there are no problems or inconveniences when I actually use it will I show the end result. It seems the work will never finish!?
[h3]Changing fonts[/h3]
ːsteamsadː "It's tiring to read because it's not very legible. I thought the D-3 on the food was 0-3 at first." - Anonymous User

Pixel fonts look great with the pixel art, so we were torn, but in a game where reading detailed text is very important, it's only right that the text looks good, as you guys have said. So, we tried out some new fonts and settled on one we liked, which is the beginning of a pretty big change, which I'll talk about later, but first I want to show you something.
[h3]일행 정보 탭[/h3]
ːsteamhappyː "I wish the character I’m selecting was more visible." - Anonymous User

Now, whenever you select a character, the Companion Info tab will bounce around and assert itself by saying, "This is the character you selected!" We're adding a lot of things like this to make the UI more responsive to your actions.
We're not just making it more responsive, we're also making it more informative, like our tech tooltips.
[h3]Skill tooltips[/h3]
ːsteammockingː "I would like to see the tooltips reorganized to make sense based on the type of information and priority." - Planner with an Iron Fist

How much "damage" you can do is a big deal. I'm sure you'll agree, but before, “damage” felt like it was getting lost amongst other information. It didn't stand out compared to “Critical Chance”, which stood alone. So, I decided to categorize and divide the information. I thought about how to make damage more visible, and decided to give it a range.
Skills also have some special kinds of damage, like Armor damage or Extra damage to stunned enemies, and if we were to label them all as damage and just lump them together, they’d get muddled. So, we decided to keep it clean and simple, designating general damage and even critical elements as "basic damage information" and making damage the big daddy standing above them all. We did this by increasing the size of the font, which was a decision we had to make after changing fonts, as it was difficult to make subtle changes in font size when we were using pixelated fonts.
We then isolated the condition and effect that happens when the condition is met. (We also added flavor text, which I'm sure some of you will be happy to hear.)
[h3]Next time[/h3]
Checking skills are now less painful and more visible, but then I thought to myself, "Maybe... we could change the way the Skill Tooltip pops up to be better..." Because right now, when it pops up, it blocks the center field of vision. It's hard to look at the Skill Tooltip and see what's happening on the battlefield at the same time.
Also, once you decide to use a Skill, it's hard to consider other Skills until you cancel it!

To improve them, we're making increasingly big changes. The font change opens up a wide range of options, and as a result, most of the main interface will undergo more changes than we've covered here...! We're running out of space, so I'll leave you with a sneak peek at some of what's coming next, as it would be a shame to leave it at that.

[h3]Until next time[/h3]
In this Dev Note, I wanted to let you know that we're listening to you as we make changes to the game. It's because of you that we're able to take the next leap forward, and we hope you'll stay tuned for more.
Thanks for sticking with us and as always we’ll see you next time!!ːsteamthumbsupː
REMORE