Skip to content

Latest commit

 

History

History
94 lines (70 loc) · 4.83 KB

File metadata and controls

94 lines (70 loc) · 4.83 KB

Prompt: Cyberpunk HUD v2 — Terminal Aesthetic Polish

Project location

This is a standalone Godot project at /Users/davidsarno/Documents/cyberpunk-hud-demo/. Open it directly in Godot — it is NOT inside the godot-ai repo.

HUD files:

  • cyberpunk_hud.tscn — the HUD scene (CanvasLayer root)
  • cyberpunk_hud.gd — HUD controller script
  • themes/cyberpunk.tres — theme resource
  • autoload/game_state.gd — demo state singleton
  • hud_loader.gd — runtime scene instancer
  • main.tscn — minimal 3D scene that loads the HUD

To use MCP tools: the godot-ai plugin must be installed. Either symlink it or copy plugin/addons/godot_ai/ from the godot-ai repo into this project's addons/ directory, then enable it in Project Settings > Plugins.

Context

We have a working cyberpunk HUD in cyberpunk_hud.tscn built entirely via MCP tools. It's functional (health/shield bars, ability cooldowns, ammo, log feed, pause menu, animations, input wiring) but visually plain. The user wants to push toward a detailed "military-grade terminal" aesthetic — think scan lines, decorative text, serial numbers, separator rules, and typographic hierarchy — without custom art assets or fonts.

The friction log is at docs/friction-log-cyberpunk-hud.md. Some friction fixes may have landed since this was written — check what tools are available before starting.

Design Direction

Push toward a dense, information-rich terminal UI using only what Godot Controls can express:

Visual techniques (no assets needed)

  • Thin ColorRect separator lines — horizontal rules between sections, 1-2px tall, accent-colored with low alpha
  • Decorative filler text — serial numbers, status codes, coordinates, hex strings as dim background flavor text (e.g. SYS::0xFA23 // NOMINAL in tiny font below a section)
  • Bracket/border frames — nested panels with different border colors (outer dim, inner bright) for a layered HUD-frame look
  • Section headers with accent bars — each section gets a tiny colored bar (ColorRect, 4px tall, full width) above its header text, different color per section
  • Typographic scale — use 4 distinct sizes: 10px (flavor text/serial numbers), 14px (labels), 20px (values), 32px+ (hero numbers like ammo count)
  • Opacity gradients on log entries — older messages dimmer (already partially done, push further)
  • Corner tick marks — small ColorRects at panel corners simulating bracket frames [ ]

Color palette (already established, expand)

  • Cyan #00eaff — health, primary system status
  • Magenta #ff2d95 — warnings, pause menu, hover states
  • Purple #b366ff — shield
  • Green #39ff14 — log feed, system messages
  • Orange #ff6b2d — ammo, resources
  • Red #ff4e4e — danger, low health
  • Dim gray #3a4055 — decorative text, serial numbers, inactive elements

Per-section treatment

Vitals (TopLeft):

  • Accent bar: cyan, 3px
  • Add dim flavor text below bars: BIOMETRIC LINK :: ACTIVE in 10px gray
  • Corner tick marks on the panel

Minimap (TopRight):

  • Accent bar: cyan
  • Add crosshair lines (thin ColorRects) over the placeholder
  • Coordinates label: LAT 47.3 // LON -122.4 in 10px dim text below

Abilities (BottomLeft):

  • Each ability icon panel gets a distinct accent color on its top border
  • Add ARMED / cooldown state text below the key label
  • Small separator lines between abilities

Ammo (BottomRight):

  • Accent bar: orange
  • Add MAG 1/4 secondary label in dim text
  • Add // MUNITIONS header like the vitals section

Log Feed (right mid):

  • Already green, push the terminal feel further
  • Add a blinking >_ cursor label at the bottom
  • Prefix each message with a timestamp: [12:04:31]
  • Smaller font, more lines visible

Pause Menu:

  • Add version/build string at bottom: BUILD 2026.04.15 // FIRMWARE v3.2.1
  • Separator lines between buttons
  • Magenta accent bar at top

Constraints

  • All changes via MCP tools only — no hand-editing .tscn/.tres files
  • No custom art assets, textures, or fonts — everything is Controls, ColorRects, Labels, and theme styleboxes
  • Keep the existing functionality working — GameState signals, animations, input actions
  • Save the scene after each major section so progress isn't lost
  • The updated friction log additions (if any new issues surface) go into the same docs/friction-log-cyberpunk-hud.md

Files to modify

  • test_project/cyberpunk_hud.tscn — main HUD scene (via MCP scene editing tools)
  • test_project/themes/cyberpunk.tres — theme resource (via theme_* tools)
  • test_project/cyberpunk_hud.gd — if new node paths are added for the cursor blink or timestamp logic

Verification

Run project_run after each section and take a screenshot. Compare against the previous version. The HUD should feel noticeably denser and more detailed without looking cluttered.