So in the trailer it seems a lot of the views are limited by the carried light source. If this is the case everywhere in the game, it seems like you have a lot of room to put information on the sides of the screen
Every tile has it's own "light" value; if the player carries a light source, or one of his/her items has a light bonus, that value is added to the tile's value, increasing the FOV, but there is still a rather small max. limit. Once a dungeon level is explored more or less completely, more of the dungeon is visible (but darkened out strongly, as it's usually out of view), so then the status panel, the quickbar and the minimap will overlap these parts. The quickbar can also be moved with the mouse.
especially since your characters are two tiles tall.
Edit: I write this based on my understanding of "character" (as "player character"):Hehe. One of the most common wrong impressions, caused by the way I display the dungeons: It's a terminal emulator and every tile is still an ASCII character, I just use a font that has icons instead of letters:
My characters aren't two tiles tall -- this is just the impression, because I use a tile size of 40x80 in big tile mode (20x40 in small tile mode, less noticable there). I once started with 10x20 tiles and used ASCII even in graphical mode -- the output routines were basically a terminal emulator, and the font I chose had this 10x20 aspect ratio. So when I decided to use better tiles, I didn't want to change the core maths of that terminal emulator, but just doubled the size. When I reached 40x80, I decided I would need at least an optional 1024x768 screen mode, too, because some players complained that too few parts of the dungeon were visible in 800x600 mode.
There is, however, a true text mode, using the console of the user's system. In that mode, of course, the size depends on the selected font of the user's terminal.
And for the Lonely Librarian: There was of course some irony in chosing that name; also, he's not _necessarily_ bad, he's just some kind of voluntary outcast, does not like to speak much ... his role gets clear rather early in the game.