KrnCore
This week the whole interface got a new look. The old menus worked, but they didn't feel like the game. I wanted something darker and heavier, closer to a medieval war camp than a default menu.
The look. The style is gray panels with a dried-blood accent, inspired by the Oathvein UI mod for Skyrim, which I liked. I designed it first as a mockup, then built it screen by screen in Unreal. Every screen shares the same palette, the same square edges and the same font, so they read as one UI.
What got rebuilt:
Invite and options panels: restyled, with a new row widget that makes buttons, labels and cancel/submit actions look consistent. Escape menu: new tabs, party list and friend list. Armory: a column of six equipped-slot rows and a potion belt next to the character preview. Equipped items are marked with a badge and show their level. Potion wheel: six potion slots on a ring, with a detail disc in the middle that shows the potion you hover. HUD: square health and stamina bars, status effect icons, a chat box, and a loadout corner for your potion and weapons.
The logic behind all of these screens is the same as before. Only the look was replaced, so the new screens work with the existing save data, inventory and multiplayer code.