UI == There two extreme approaches when it comes to UIs: the minimalist approach, where the game map dominates the screen, leaving only a small portion for UI elements, and the "cluttered" way, featuring a lot of icons and text (of which only a small percentage is relevant to the gameplay, but this is a topic for another day). It's interesting how retro games, despite their limited resolution (i.e. 320x200), often confined the game area to a tiny portion of the screen. This was particularly noticeable in first-person turn-based RPGs like "The Bard's Tale" and "Wasteland". My guess is this was done due to having to refresh only a small portion of the screen every time, but who knows, perhaps they thought it looked cool :) Initially, I wanted to avoid the limited game window size that plagued many old games and so I decided to make the map cover almost the entire screen. However, due to the LoS (line of sight), most of the screen would be greyed out and I wasn't really satisfied with the final look. So, at the bottom of the screen, I added a belt for quick-use items and on the right-hand side, I allocated space for text, displaying player's stats and weapon icons and names. Despite reducing the visible map's size, the game still looks very cool if I can say it myself :) If nothing else, it has a nice old school vibe which is, in the end, very appropriate.