Gallery

From First Sketch to Finished Combat UI

Early prototype

The combat window and combat UI for Veildelve are taking shape step by step – starting from a functional basic structure and moving toward the final visual interface.

Early intermediate combat UI for Veildelve overlaid on a dark fantasy battle scene

A current focus in the development of Veildelve - A World Shaped by Aether is the combat window and combat UI. Instead of jumping straight to a finished look, I deliberately start with a simple sketch: frames, panels, and rough positions.

At this stage, the final appearance is not the point yet. First I need to figure out which information belongs where – and which areas will even be needed later.

Six characters need structure

Veildelve uses a party of six characters. That means the combat window has to keep a fair amount of information readable at once: your own formation, enemies, summons, character details, and later actions and abilities.

At the same time, the actual battle scene should retain as much space as possible. The more UI elements pile up, the easier it is to lose sight of what is happening in the fight. So I build the functional structure first and then test sizes, positions, and spacing directly in the game.

From placeholders to a visible interface

Only once the layout works in live combat do the placeholders gradually turn into the final visual UI. Not every idea from the first sketch has to survive into the finished design. Some areas shift, others disappear or get merged.

This development blog is meant to show these early development states as well – not only finished results. The images in this post are exactly that: early development states, and explicitly not a final UI.

What comes next

Next, the areas will continue to be adjusted in the game context. The goal is an interface that fits Veildelve’s dark fantasy style, remains clear, and can be understood quickly during combat.

Note on the images:

The images shown are early development states of the combat UI and are explicitly not the final interface. Sizes, positions, and content may still change as development continues.