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 scriptthemes/cyberpunk.tres— theme resourceautoload/game_state.gd— demo state singletonhud_loader.gd— runtime scene instancermain.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.
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.
Push toward a dense, information-rich terminal UI using only what Godot Controls can express:
- 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 // NOMINALin 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
[ ]
- 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
Vitals (TopLeft):
- Accent bar: cyan, 3px
- Add dim flavor text below bars:
BIOMETRIC LINK :: ACTIVEin 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 -122.4in 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 1/4secondary label in dim text - Add
// MUNITIONSheader 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
- All changes via MCP tools only — no hand-editing
.tscn/.tresfiles - 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
test_project/cyberpunk_hud.tscn— main HUD scene (via MCP scene editing tools)test_project/themes/cyberpunk.tres— theme resource (viatheme_*tools)test_project/cyberpunk_hud.gd— if new node paths are added for the cursor blink or timestamp logic
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.