This week focused on a full refactor of the Equipment Menu to align it with the game’s data-driven architecture.
The UI is now entirely ViewModel-driven, meaning all display data (current gear, candidates, stat changes, etc.) is prepared ahead of time instead of being pulled directly from game state. This keeps logic, rendering, and data cleanly separated.
We also replaced custom list widgets with a unified BetterItemList, simplifying the UI and making behavior consistent across menus. Attribute display was redesigned into a vertical layout with icons, deltas, and totals, making comparisons much easier to read.
A key improvement was fixing preview behavior:
-
Removing equipment now correctly shows stat decreases
-
Total stats update to reflect the post-equip result
-
Changes are color-coded for clarity
We also removed separate “equipment states” panels and moved that information into the shared description system, so equipment, items, and shops all display information consistently.
Finally, input handling was tightened so focus only changes via confirm/cancel, preventing accidental navigation between lists.
Overall, this makes the Equipment Menu cleaner, more accurate, and much easier to maintain moving forward.
Share