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hud-systemlisted

Architecture blueprint for in-game HUD systems: event-driven read-only UI, layout hierarchy, dynamic visibility, damage numbers, bars, gauges, notifications, prompts, quest trackers, diegetic/spatial HUDs, accessibility, nameplates, reticles, and world-space indicators. Use when designing HUDs, health bars, prompts, damage text, accessible UI, or when HUDs cost frame time, break on TVs/ultrawide, or fail colorblind/low-vision players.
Firzus/agent-skills · ★ 1 · AI & Automation · score 72
Install: claude install-skill Firzus/agent-skills
# HUD System Build the in-game HUD layer of an action game — the engineering, the design craft, the accessibility, and the world-space elements. References: Genshin Impact / Granblue Fantasy: Relink (party action-RPG HUDs), God of War 2018 / Horizon (dynamic minimalist HUDs), Dead Space / Metroid Prime (diegetic HUD), TLOU2 (accessibility). Excluded (separate skills): minimap/world map (`minimap-worldmap`), full-screen menus (`menu-ui-manager`). ## The architecture rule **The HUD is a read-only, event-driven consumer.** Gameplay never knows the HUD exists; the HUD never polls per frame and never writes gameplay state. ``` gameplay state → events → view-model layer → widgets (push) (formats data) (pure presentation) ``` - Combat code emits `DamageDealt`, `CooldownStarted`, `QuestUpdated`; HUD systems subscribe. The queue decouples in time: UI can defer, aggregate, or drop (the notification manager and damage-number merging both live on this property). - The **view-model layer** turns raw state into display data (HP fraction, cooldown 0–1, localized strings). Widgets read view-models only. UI artists iterate against a stable view-model contract without touching gameplay (the Destiny/Division GDC model). - Rule of thumb for bindings vs events: **bindings for values that lerp (HP, gauges), events for things that happen** (buff icons, toasts, quest steps). - Juice (flash, shake, pulse) lives in the widget layer — never in data. ## Refe