Add 1e. UI Panels, Buttons, and HUD Assets

Alexander Sellite 2026-07-26 15:20:30 +00:00
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# UI Panels, Buttons, and HUD Assets
This page covers interface panels, buttons, tabs, prompts, chat elements, progress elements, frames, and other UI graphics.
## Interface style
NETFISHING UI should feel:
- Warm
- Rounded
- Friendly
- Compact
- Readable
- Slightly handmade
- Consistent with the games low-resolution art
The references use:
- Cream outer panels
- Tan inner surfaces
- Dark brown text
- Muted green tabs
- Large rounded corners
- Simple shadow offsets
- Pill-shaped buttons
- Minimal borders
- Little or no gloss
## Panel hierarchy
Use clear visual hierarchy.
Suggested roles:
- Outer modal: pale cream
- Inner content area: warm tan
- Active tab: muted green
- Inactive tab: deep green or muted neutral
- Text: dark brown
- Secondary text: caramel
- Warning: coral or orange
- Selection: green outline or stronger contrast
Do not rely only on color to indicate selection.
Selection may also use:
- Border
- Position
- Icon
- Underline
- Shape change
- Text weight
## Rounded shapes
Panels and buttons may use large rounded corners.
Keep corner radii consistent among related controls.
Avoid mixing:
- Very sharp boxes
- Extremely rounded pills
- Random corner sizes
unless the difference has a clear hierarchy purpose.
## Nine-patch assets
Resizable UI panels should generally be prepared for Godot `NinePatchRect` use.
A nine-patch source should contain:
- Stable corners
- Stretchable center
- Stretchable edge regions
- No important detail crossing stretch boundaries
The issue should specify:
- Source dimensions
- Patch margins
- Intended minimum size
- Whether the center should tile or stretch
Test the panel at:
- Minimum size
- Typical size
- Very wide size
- Very tall size
## Buttons
Buttons should include required visual states.
Possible states:
- Normal
- Hover
- Pressed
- Disabled
- Focused
- Selected
Not every button needs a separate raster image for every state. Godot theme styles may provide color and border changes.
Coordinate with the issue before drawing state sets.
## Tabs
Tabs should:
- Remain readable at small heights
- Use clear labels
- Have consistent padding
- Distinguish active and inactive states
- Avoid overly decorative silhouettes
## Prompts and tooltips
Prompt panels should:
- Use a compact rounded shape
- Keep text readable over gameplay
- Avoid covering large portions of the screen
- Preserve enough padding around text
- Support short headings and secondary guidance
Do not bake prompt text into panel art unless explicitly requested.
## Progress and rarity elements
Progress bars should separate:
- Background track
- Current fill
- Danger or chase fill
- Barrier markers
- Completion state
Rarity indicators should follow the games agreed color language and remain visible on cream and tan backgrounds.
## Chat and text panels
Chat backgrounds should:
- Support many lines of text
- Keep contrast strong
- Avoid heavy texture behind text
- Allow local and global tab states
- Preserve space for input guidance
Do not rasterize chat text into the panel asset.
## Typography
Fonts are configured separately in Godot.
Do not include text in reusable panel, button, or tab graphics unless the issue specifically requests a logo or fixed label.
UI graphics should accommodate:
- Different text lengths
- Accessibility scaling
- Localization
- Controller prompts
- Keyboard prompts
## Pixel scaling
UI raster graphics should use nearest-neighbor presentation when designed as pixel art.
Test at intended window sizes.
Avoid fractional scaling that produces uneven borders or corner pixels.
## Godot theme integration
Some UI appearance should be built with Godot theme resources rather than unique image assets.
Prefer Godot styles for:
- Solid background colors
- Borders
- Corner radii where they render appropriately
- Padding
- Text colors
- Focus outlines
Use raster assets when they provide:
- Intentional pixel texture
- Hand-drawn edge shapes
- Decorative frames
- Complex silhouettes
- Art that cannot be reproduced cleanly with theme styles
Do not create a raster image for every ordinary rectangle.
## Deliverables
Include:
- Editable source
- Exported PNG or SVG
- Native dimensions
- Patch margins for nine-patch assets
- Required states
- Palette
- Small and large previews
- Screenshot in Godot
- Related issue number