Inventory Design, still a work in progress, but thanks to the continued funding we are now moving onto User Interface concepts and finishing the sub menus! It's been a while since we worked on the UI outside of the primary interface. It's nice to finally get to these old documents which have been waiting for attention for nearly two years. 

That's right, most game designs were finished quite a while ago. Let's just say I'm a pinch of a workaholic. 
Foreplanning and course correcting constantly! Still, some tweaking, but this UI still has some tweaking. You should notice the equipment; our focus is on game mechanics above all else, so my equation is simple.
Substantial over Incremental. Instead of focusing on meaningless pr lines as we have over "one bazillion weapons!" Or a "Weapon Generator" that mechanically only has 12 weapons with different paint jobs and status effects. We have a handful at most per character. However, mechanical function and gameplay affect above all. Mastery of the blade and mastery of these weapons create highly skilled specialists with tons of cool utility functions. Where Rihia's Star Steel Blade is a versatile tool capable of piercing chainmail, superheating, and blowing enemies into chunks, Half Swording for those pesky knights, gotta get into them gaps to poke some holes. Or Wailing onto an enemy with the pummel and hilt like a hammer. Tip of the Ice Berg stuff. Instead of it just being a simple attack weapon, this expansive HEMA-inspired function (Historical European Martial Arts) should make it feel much more grounded. It requires a considerable amount of research. However, we walk a fine line between the rule of cool but also pragmatic. Generally, philosophically all designs must adhere to the fundamental rule of game making which is "Game Logic" If it serves any purpose, that purpose must be asked, is it fun? If not, well, then it's back to the drawing board!