Hello everyone! Welcome to the Archrebel project! This weekend was all about
  trying to come up with a suitable UI. I believe I have something solid to go
  with now. Below, is a mockup of what 1986 Rebelstar could
  have featured if it wasn't for the hardware restrictions of the time.
  The most critical features are probably the mini-map and the
  squad's overview for easy unit management. Sure, having a graphical
  representation of items also provides a new level of immersion, and being able
  to control everything with a mouse or keyboard will grant Rebelstar fans a new comfortable way of experience this old and revised premise. The
  inventory has been vastly expanded with 10 slots instead of 4, in which
  2 of them are for large items only.
  If you are wondering what are the bottom items, let me throw in the following
  names: smoke grenade, frag grenade, mediprob (it's here too!), and a throwable
  scanner. The latter will be used to uncover ground without exposing units.
  I actually had loads of fun 'pixeling-art' those items; it has been a while
  since I did some considerable pixel-art work, the effort seems to have paid
  off though. The image above is the result of nearly 30 hours of work consumed
  during this weekend. Tomorrow is basically wake-up-and-repeat. I've quit my
  job so I can develop Archrebel at full throttle and hopefully make a living
  out of game developing and being able to finish
  Underlair, my other project.
Let
  me know your thoughts on the comment section, I always do my best to respond
  to everyone.
Stay safe!