Quest menu design. I wish this was in original Ultima VI. Remember the art and layout are not final.
The funny thing is, this actually originated as an desktop program I'd still like to make, an Ultima VI quest progress tracker. It becomes clear that in my mind, the ultimate quest tracker for a video game, is the inventory screen.
Maybe because that's how Zelda does it!
You can immediately tell a player's progress in a Zelda game just by looking at their inventory - because in my opinion nourishing progress is often geographical progress, not limited by artificial logic gates ("you can't go here yet") but instead shaped by the player's actual capabilities and available tools. Don't have rappelling gear or climbing claws? then getting up that cliff may be impossible. Don't have a glider? Then getting to that hovering sky island may not work out. Don't have swamp boots? Then you can't cross that swamp - unless you wanna take poison damage.
I hope to make the world of Age Of Singularity as dynamic and interconnected as possible, and the quest menu is a big part of that. The fun thing about Ultima is that the games are already open-progression - you can go anywhere at any time for the most part - and I hope to bring out more of that in my game.
Here's the original fb UDIC post.