So it sounds like the biggest factor is that our UI isn't just drawn on top of the game, as it is in so many other games, but is a fully diegetic in-universe component, so all the environmental effects still need to be accounted for?
TL;DRYes, because UI is in-world it receives environmental and post-process effects such as desaturation or dehydration distortion, which makes it a hard challenge, but the team is adamant this is their approach.
Yes. I can't remember the effect, but there's a desaturation effect, right, where everything sort of goes black and white and everything goes a bit hazy. The UI goes black and white with it, because it's in-world, so at that point it loses its colour. Or there's things where you get this extreme post-process effect. I think it's like when you're too thirsty, whatever the word is for too thirsty. Dehydrated, thank you. Yes, we get this really chromatic aberration and it affects the UI because it's in the world, like you're trying to read your phone and you really need a drink.
And as you've seen for the shopping, now we moved the UI to be in-world as well, and that just made for such a big challenge to implement. It is a tough thing to do. I think that's the bottom line. But we are adamant about this: this is our way. This is how we do the things. And it should feel real. It should feel tangible.