So here's how basic stages of the battle interface look. But I'm not... really happy with it. The stats are nice and compact (and will have faces like the turn count bar later), but it makes other elements look too... disjointed, free floating like that.
I think an L-shape would only make sense if there was a hierarchy in the party, for example a leader that is player controlled and two characters that are AI controlled, or allies summoned by a leader who have HP tied to them. Visually, it would indicate a relationship, whereas uniformity has them on equal grounds.
I'm not sure what other elements you are referring to, but if you mean the non-menu/non-help things, the blank squares are a turn-order bar. (They'll... eventually be faces.) The icons move along the screen to indicate who's turn is next. The segments underneath are party member stats, sans indicative graphics.
I'm kinda wondering if I should just go back to my original idea where the stats were in rows like Final Fantasy, and have the menus alongside them. If they could fit at least... I was actually avoiding this in part because it was a layout I swiped from an older project, and that if I wanted to return to that idea I could use it.
i'll make it a little more jagged then. a theme i try to work into every project is that we all see the world once, and everything that happens has to happen the way it did for "now" to be the "now" that it is.
this is a panorama i put together from some hubble deep field images, and a nebula whose name i can't remember. the program can use it, and it hardly scrolls at all on the map i'm using it for.