Thanks for your feedback. Right now, I'm working on this by myself. I want to see how much I can flesh out into a viable project/property before including anyone else.
For Arthur's status bar:
HP is player health
Focus is basically mana or MP and requires the player to meditate in nature to recover.
Fatigue requires the player to sleep for the night to recharge, otherwise lack of sleep will reduce the ability of the player to see the world, slowly losing screen color and resolution.
Hunger requires the player to eat for the day, otherwise lack of food will effect their health, slowly killing them from starvation,
As far as Attack being selected, there are four buttons/modes the player can access by clicking arrow down on their keyboard or gamepad down on their controller. This wakes the "Action Menu" which can give the player control over Attack (Block, Low Slash, Thrust, High Slash, Combos) (PS4: Square, X, O, Triangle, or Combinations), Magic (Block, Regular, Projectile, Charged, Combos), Adrenaline, which is a skilled attack, or Items. The Attack menu functionality has been fully fleshed out, sans animations at this time,
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A big part of the player's experience will be camping or sleeping/eating at inns or camp sites to recharge and role play. Deer, rabbits, fish, preserved foodstuffs, fruits, and vegetables can be hunted or gathered to cook with.
Towns and cities will have minigames common to the period, like Backgammon, Horseshoes, Roman boardgames, etc.
The plan is to flesh out the UIs prototype all required mechanics and one minigame (say fishing or a Roman boardgame) and then take the minigame that's built out of that, and spin it off as a mobile title. That way, while the main game is being fleshed out, there can be a revenue stream from the side-built stuff to hire people or pay for assets for the main title,