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Cyberpunk HUD demo

cyberpunk-hud-demo

Proof of concept: production-quality interactive game UI with zero art assets, built entirely through AI tool calls.


This is a Godot 4 cyberpunk HUD built from scratch using Godot AI — an MCP plugin that lets AI assistants drive the Godot editor directly. No sprites, no textures, no custom fonts, no Photoshop. Every element — panels, gauges, radar sweep, cooldown rings, waveform trace, scanline overlay — is drawn programmatically using Godot's vector drawing API, authored entirely through MCP tool calls.

What's in here

Three progressively refined versions of the same HUD, each preserved as its own scene:

Scene What changed
hud_v1.tscn First pass — basic panel layout, stat bars, ammo counter, minimap placeholder
hud_v2.tscn Dense terminal aesthetic — corner brackets, barcode strip, QR block, log feed, ability icons
hud_v3.tscn Vector recipes + animation — radar sweep, circular cooldown gauges, crosshair, waveform trace, scanline CRT overlay, low-health pulse

Switch between versions via the hud_version dropdown on the HudLoader node in main.tscn.

How it was built

Everything was created through Godot AI MCP tool calls issued by Claude Code — no manual scene editing, no code written by hand.

The key tools used:

  • control_draw_recipe — attaches a _draw() override to any Control with a list of vector ops (line, rect, arc, circle, polyline, polygon, string). This is what makes the radar sweep, cooldown rings, waveform, and crosshair tick each frame with a single node instead of dozens.
  • animation_* — keyframe animations for pulse effects, slide-ins, and the low-health bracket color shift
  • theme_* — color palette, font sizes, and StyleBox authoring
  • node_create / node_set_property — scene tree construction
  • script_create / script_patch — GDScript for _process() logic (radar angle, cooldown progress, waveform noise)

The full prompts and a friction log documenting what worked and what needed iteration are in docs/.

What this demonstrates

  • Complex, animated UI is achievable without any art pipeline — no designer, no asset exports, no import step
  • Godot's vector drawing API is expressive enough for real HUD-quality visuals when driven programmatically
  • An AI with the right tools can iterate on visual design the same way a developer would — inspecting the scene, adjusting values, re-running

Built with Godot AI · Godot 4.4

About

Cyberpunk-style HUD demo for Godot 4. Built with Claude Code via the godot-ai MCP plugin.

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