design-example-game.md 4.7 KB


colors: primary: '#ffb02e' primaryHover: '#ff8c00' surface: '#12131a' surfaceAlt: '#1c1e29' text: '#f4f1e8' muted: '#8a8d9c' border: '#2c2f3d' health: '#e5484d' stamina: '#30a46c' mana: '#4493f8' legendary: '#c084fc' typography: font: 'Rajdhani, "Segoe UI", sans-serif' numeric: 'JetBrains Mono, monospace' scale: '1.333 perfect fourth' weights: '500 medium, 600 semibold, 700 bold' rounded: '0.25rem' spacing: '8px base grid' components: button: 'beveled panel, primary fill on focus, 1px inner glow, controller-focusable' panel: 'surfaceAlt fill, 1px border, sharp corners, subtle scanline texture' healthBar: 'segmented, health fill, darkens per missing segment, never fully empty UI'

prompt: 'glyph + label, platform-adaptive button icon, fades when idle'

DESIGN.md — Emberfall (Top-down Action Roguelike, PC + Controller)

Brand & Style

Dark-fantasy arcade grit with a warm ember glow. The UI reads instantly at a glance during fast combat — high-contrast, sharp-cornered, faintly textured like worn metal. Non-diegetic HUD stays out of the way until it matters, then flares. The personality is a tense dungeon crawl lit by torchlight, not a sterile dashboard.

Colors

Role Token Hex Use
Primary primary #ffb02e Selection, focus, ember accents
Primary Hov primaryHover #ff8c00 Pressed / held controller focus
Surface surface #12131a Title and pause backdrops
Surface Alt surfaceAlt #1c1e29 Menu panels, inventory cells
Text text #f4f1e8 Primary HUD and menu text
Muted muted #8a8d9c Tooltips, secondary stats
Border border #2c2f3d Panel edges, cell dividers
Health health #e5484d Health bar fill, damage vignette
Stamina stamina #30a46c Stamina / dodge meter
Mana mana #4493f8 Ability / mana meter
Legendary legendary #c084fc Legendary-tier loot, rare drops

Contrast: text on surface 14.8:1; muted on surface 4.6:1; health/stamina/mana each tested against a 60% black HUD scrim for combat legibility (all ≥ 4.5:1). Resource colors are reinforced with icon + meter shape so they never rely on hue alone.

Typography

Rajdhani for labels and headings (condensed, readable at speed); JetBrains Mono for all numerics (ammo, gold, timers, damage numbers) so digits hold a fixed width and don't jitter as values change. Scale 1.333 perfect fourth from 16px base: 16 / 21 / 28 / 38. Weights: 500 body and tooltips, 600 menu items, 700 floating damage and run-timer.

Layout & Spacing

8px base grid. HUD anchored to the four screen corners inside a 5% title-safe margin (TV-safe for couch play): health/resources bottom-left, minimap top-right, ability cooldowns bottom-center, run timer top-left. Menus center on a single column, controller-navigable top-to-bottom, max 480px wide.

Elevation & Depth

Two HUD layers (in-world overlay; full-screen menu scrim at 75% black) plus a transient toast layer for pickups and level-up banners. No nested modals — pause replaces, never stacks.

Shapes

0.25rem radius (near-sharp) on panels and cells; segmented bars for health/stamina/mana with hard segment gaps. 2px ember focus ring (primary) on the currently controller-focused element.

Components

  • Button — beveled panel, surfaceAlt resting, primary fill + inner glow when controller-focused, 1px border. Min 48px tall for couch legibility.
  • PanelsurfaceAlt fill, 1px border, sharp corners, faint scanline texture.
  • Health bar — segmented; fill health; each missing segment darkens rather than vanishing so the player can always read max HP. Pulses on low-health.
  • Resource meter — stamina (stamina) and mana (mana) as thin segmented arcs beside health.
  • Button prompt — glyph + short label; the glyph swaps per detected input device (Xbox / PlayStation / Switch / keyboard); fades to 40% opacity when the action is idle.

Do's and Don'ts

  • Do keep combat-critical HUD (health, cooldowns) in the same corners always; muscle memory is the contract.
  • Do swap button glyphs to match the active input device.
  • Don't animate numeric digits with proportional fonts — use the mono numeric token.
  • Don't stack menus; pause and inventory replace the view.
  • Don't rely on color alone for resources — pair with icon and meter shape.