Hi!
I know that a lot is possible, I just don't know what should I try to get done before the next release (if anything at all, we can easily survive another release with Jake's BE while slowly working on our own).
If you get it done in time, it gets done in time. If you don't, nobody will complain (except for me of course, I always complain).
...
Don't forget agro management (targeting, taunts, etc.).
I think I didn't answer your request for a video of a good UI, did I.
Anyway, I don't have a video at hand, but here are two approaches that are reasonable:
Seperate input and outputExamples: RPGMaker, Pokemon
The basic idea is to strictly group controls and display.
Control layout is done with one directional menus (usually left to right -> top to bottom).
Advantages:
- Quick navigation
- Works good with keyboard only
- Simple to implement
- Easy to understand
On-display inputExamples: No concrete for your scenario, many 2.5D games use it, e.g. Blackguards
Generally, this approach keeps the amount of controls minimal at all times, only displaying what is needed.
Control is done using default button actions (e.g. left-click an enemy to attack) and a control wheel (also known as commo rose from the Battlefield series) that pops up around the target and displays appropriate actions (e.g. right-click an ally to bring up a circular menu with healing and defense options).
Advantages:
- Intuitive navigation
- Works good with mouse only
- Easy to learn
My preference definitely is the second approach, simply because it feels more like you're actively participating in battle (while the first option feels more like a simulator).
Naturally, there are lots of other control layouts, but they either wouldn't work for your combat design or they would be a pain in the ass to implement (and possibly not work with the character sprites).
Have fun!