In his latest blog entry, Deathfire lead designer Guido Henkel provides us with a closer look at the design decisions that have gone into the first-person RPG's user interface. In particular, he covers how they're handling the on-screen character status boxes:
These small user interface elements serve to give the player a quick overview over the characters in his party, their health, their mana, their condition, etc. They also allow the player to access more information and to make various character-specific selections, such as attacks and spells, among other things.
I made a list of components I felt needed to be part of this character box, mocked it up very quickly in Photoshop, and forwarded it to Marian so that he could think of a proper graphical representation for them. Instantly the question for him became, (Should we do it this way, or maybe make tall slim boxes, or rather wider ones?)
He worked out some ideas and showed them to the rest of the team. You can see the initial designs below. As you can see, they follow the same kind of general design pattern, but each version is created with a specific focus in mind. One focuses on the portrait, while another one favors the attack and spell slots, and so forth.
Once we saw these, it became clear that with our original premise, these boxes would use up a significant amount of screen real estate. Deathfire will have a party that consists of four heroes. In addition to that, the player can recruit two additional NPCs at any given time, resulting in six character boxes on the screen. With all the information displayed, this a not insignificant amount of screen real estate to deal with and the last thing you want is for these boxes to cover up vital areas of gameplay.