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Kawa 1. Starvation is already planned. It's in the mockup I made. HPL suggested an indication of being horny (in a joking manner) but that's technically covered by the Stimulation stat.

2. That'd get complicated to implement.
2b. I plan to add scrollback support to the new message bar, as implied in the mockup, so skill increases could just call AddMessage, I guess.

3. The cursor uses the message system to display what it's pointing at, without overwriting anything. The topmost message temporarily disappears to make room for the cursor's line on the bottom, then pops back up when the cursor is turned off again. The leftover space on the bottom of the sidebar could indeed be used as such, though...
PillowShout I'm really liking the new UI you showed on tumblr (finally, a fucking health bar!), but I noticed that there was quite a bit of blank space, so I figured I'd toss together some quick suggestions on how we could use it.

1. Showing status effects. Knowing when our character is starving or even just really horny could definitely help us to take care of them better. I've lost count of the number of times my character starved to death just be cause I wasn't paying attention to my health, so being able to see at a glance that they're starving would be pretty damn helpful.

2. Showing relevant skills. This one would be a bit more contextual and would probably only be useful some of the time, but knowing, say, how good our character's sweet talking skill is when we're trying to convince an NPC to do something would not only act as a quick check of our chances, but also give new players a better idea of when certain skills are relevant. Additionally, you could also use this to show off skill increases as well.

3. Using the space to show info about the object that the cursor is over, rather than using messages. This not only give us more room to describe the object that we're checking out, but also lets status messages stay in the status area without being overwritten.
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