Greets,
A long one.
@Cherppow: I like the thin stamina bars. I think the softer gradients makes it look so flat but if it helps I guess I wouldn't mind changing it.The text on the status bars is meant to only show up on mouse over like it does now, similarly to the random blue buttons seen in the older screens that I removed to avoid causing confusion. I have tried putting these graphics in game and the borders do come out smudged all over the place and it looks really bad, but I'm not sure how to fix it or if it can be.
Aye, the bars'll look more flat, but I'd sacrifice little on the looks in favour of usability. The mouse over labels are nice, would be good if they could be set to appear on a pre-defined position (over the stat bars), instead of hovering next to the pointer.
The background stretching is quite bad currently. There is option to prevent windows from scaling between resolutions (resizetoscreen="no"), but many of the current BG images are of different size than the windows they're used in, so they get stretched anyway. In addition if not scaled to resolution, the gui will look tiny on big resolutions (or huge on small res, depending how you set the size). The problem is not simple.
I really do want to redesign the interface and not just re-skin it, so I would intend to rewrite the code although that isn't realistic, I know, but this is just a concept. I think that the interface could use code changes but that would probably "break" the other skins already in the game but I don't think it would be hard to make them work with the new code.
Many changes can be applied with xml, and don't need changes in the cpp code itself. New functions would require support from code though. If the interface is redesigned, old skins will break. But old skins shouldn't hinder development. Stone skin could possibly be transferred with modifications, elves would have to be re-done.
Lowered the gradient effect on the info bars some (not sure how to decrease their height without affecting the visibility of the text)...
Aye, the bars were maybe a little bit too thin. Instead I decided to broaden the health and mana, while keeping staminas quite the same.
I was rather fond of the arc stances Smiley
I dunno it just looks funny to me. Maybe it can have a "click to change style" like the menu bar in the game now.
I'd have to agree with Cynwrig here. I think the design of using multiple buttons to change one thing is somewhat clumsy. However, neither do I like the scrollbar design, currently used in the spell power. I don't think multi-state-button is the perfect solution for this, but I like it better than the two alternatives. Picky me.

I'm thinking about limiting the number of bags you can carry. In my opinion having one "backpack" as the biggest container, then a glyph pouch, and two regular sized sacks would work as a default. I don't want to have an unrealistically overloaded inventory screen with about 10 containers your character would have no idea how to carry Smiley
Thoughts?
Sounds applicable to me, one can only carry so much. Maybe two sacks is too strict though? I mean I can surely carry at least 4 on my shoulders .

Depends a bit on the size of course. Hmm, would be cool if backpacks/sacks would appear on the char model. You could spot a "mule" from the distance.
Test with smaller inventory icons:

I like them, and the fact that you could see the whole backpack at once. The only thing that pokes my eye, is the difference between inventory and equip items. Especially since the r/l hand slots are so huge. I'm not sure why it's so in the current inventory. (Is there plans to make bigger than one slot items? And if so, why is torso armour still one slot?) Hmm... but for now, I'd make hand slots standard size.
One thing I want to suggest to fellow artists or conceptors, is to not only make the GUI more visually pleasing but also slicker and smaller. In the Stats and Skills window for example there is no need for the character doll. A lot of the space can be consolidated, so that there is just the bare minimum of unused real estate. Consider what is truly necessary - do we need an online player counter by default? It's neat information, but you will have no real use out of it. Consider how training skills may be made easier through the skill window than a single Buy button. I am a bit distracted with other work, but I would love to see further progress here.
I agree. Smaller and smarter, while still pleasant to view. User interface can make or break a game. If we really want to design new ui, instead of thinking "where should I put this button", we should think "what does the user want to do here, and why". It's not an easy task though, and shouldn't be given to one person/department alone. It's also a double edged sword, the more you change, the less likely the gui will happen. On the other hand if you do a million small changes, you'll end up with a patchwork.

eg. do we need to have so many windows? Doesn't loot/quest reward/merchant/trade/containers share the same idea, transfering items between two entities. Could they be handled through one "general transfer" window, and should they be?
Ah well, back to the new UI Concept.

Tried some futher changes to the infowindow.
- Changed Attack stance and Spell power to multi-state-buttons. (LMB increases, RMB lowers)
- Added daytime indicator (instead of giving exact time, I like "early morning" or "midnight". Sorry for the wrong font.)
- Replaced Invite, join and leave/disband with initials only to gain more space for long names. Icons could be even better.
- Changed inventory window icon to char portrait, clicking opens stat window. I liked the inv icon too though. Not 100% sure about this yet.
- Changed tooltips to indicate current + "//" + max, instead of percentage. Just personal preference. Also low items appear as red, overcharged as green.
That's about it. Here's the changes in image. First without tooltips, then with tooltips visible.

Thanks for reading, any comments welcome.