Saturday, February 7, 2026

User Interface Upgrades

Since the last post, I've been hammering away at Quirkwood like crazy, and I've gotten it to a point where I'm happy with the terrain itself. There's a few sections fenced off to zones I've not created yet, but the rest looks great. It'll be onto NPCs and quests shortly, and I'll be able to open that up nicely.

However, the past few days, I've been working through feedback I got from some early testers around not being sure on what they're spending skill points on. And as soon as I read that feedback, I completely agreed with it.

So, I've added overlay screens that provide a whole heap of information to you on the ability, the next level of the ability, the effects it can apply and so on. I've made it pretty modular, so you can now access buff/debuff information by touching the buff icon, or get a popup bit of info from the ability selector - and of course, as the screenshot shows, when you select a skill to potentially upgrade, it will show you some detailed info on both the ability and possible effect it applies as well - current and next level.

I also got a good chuckle as, if to hammer home that this was so badly needed, when I started to look at various skills to test the functionality was working for all skill types, I found a whole bunch of skills that were incorrectly set up. So I'll be fixing those as well as trying to balance them out a bit.
 

User Interface Upgrades

Since the last post, I've been hammering away at Quirkwood like crazy, and I've gotten it to a point where I'm happy with the te...