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Devlog 2026-06-08

Lae: Devlog #2 - Progress On Menus

I've continued work on the menu systems and functionality. I've expanded quite a bit up to this point, and felt ready to show you all some more.

Progress On Menus

I've continued work on the menu systems and functionality. I've expanded quite a bit up to this point, and felt ready to show you all some more. This has been a great learning experience that I hope can speed up the rest of the process. This is all very time consuming stuff, but it's going pretty well.

Photoshop and Inventory Menu:

I first dove back into photoshop to make inventory menus, quest journal, and map. The most robust was the inventory menu, and that took a while to get working properly as far as look and organization. Still no functional items in there, and everything is just placeholder for now. It's looking about how I want it, and the aesthetic is always subject to change at some point with all of these graphics.

Map Menu:

Second, I tackled map, Right now it's just a zoomable and pannable map inside of a frame, so that was fairly simple, and basic to build. In the future, I hope to add pop up when you hover over places, and have a custom cursor for it. Also potentially I'd like to add a local map toggle, so you can see a map of the town you are in and where you are. Now needed yet, because I haven't built any worldspace for it yet.

Quest Journal:

Third, I built out a basic quest journal with tiers of quests like Main, Side, and Companion Quests, each collapsible as well. When hovering, it will show the quest details, in the middle panel, as well as glossary references as the gold shape with a word in it. In the future once I build the robust glossary section, those will be selectable and navigable to the glossary. Also the active quest toggle is working, so a quest can be selected and change the active quest in active quest panel on the right.

Character Art Changes:

I also messed around with some character art changes, and some new resolutions. I added in my sample scene, but also the new character sprite doesn't have walk animations yet.