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  • Oct 14, 2026, 10:34 AM

    Doing some rough UI *styling* tests now. The little 1970s Swiss minimalist graphic designer living inside my head wants the plain black, but it’s probably too obtrusive. Outlined option feels a bit inelegant as usual, but I’m surprised how much the drop-shadows improve it. #gamedev

    Several options of HUD styles floating atop a stylised game world. Hamburger menu and a few stats on the top, and on the bottom “undo” and “end turn” buttons along with a noticeable move counter.

1. Black backgrounds, light blue text. Labeled “Black! Black!!! *tosses easel*”.
2. Black text, light blue backgrounds, black outlines. Labeled “Cel shading”.
3. Same as before, but with a subtle drop shadow. Labeled “Cel shading with shadows”.
4. Just white text floating atop pillows of drop-shadows. Labeled “Breath of the Wild but bad”.
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Replies

  • Oct 14, 2026, 11:04 AM

    Can’t be bothered prototyping it here, but the final shapes won’t be this pointy. Instead of rounding them I’ll try using cut corners. Inspired by Avona, the calligraphic display font I’m using for my logo and big bits of text elsewhere in the UI.

    The “+” glyph from Avona. Every other sharp outer corner of the glyph is cut with what looks like a 30 degree line.
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  • Oct 14, 2026, 2:56 PM

    Loving this sort of UI prototyping as a part of the game design process.

    Get annoyed by UI element → change mechanics so it can be removed → accidentally solve pile of completely unrelated design problems.

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  • Oct 15, 2026, 9:44 AM

    @jonikorpi yeah it’s nice! I feel like it would look fantastic if it was a bit more elaborate/irregular, more like a cloud or fog than just a blurred rectangle. Not like I’d have any idea how to accomplish that 😅

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  • Oct 15, 2026, 10:40 AM

    @mipstian A dumb idea I have is to use CSS clip-path to irregularise the edge, and then slap a big CSS blur filter on it. I think it would look right but also probably lagspike every time it repainted. :s

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  • Oct 15, 2026, 10:41 AM

    @jonikorpi Probably! But the game seems perfectly capable of rendering pretty clouds, can’t you reuse those?

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  • Oct 15, 2026, 10:44 AM

    @mipstian I would like to! Just not sure how to align them with the UI. I think the only reliable way to tell where an element is in the viewport is to use getBoundingClientRect, which is heavy as hell for some reason?

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  • Oct 15, 2026, 10:55 AM

    @mipstian As in entirely? Nah the “engine” is just a couple of functions and shaders I wrote cobbled together. :D

    As in position it? Kind of, but it would still have to know the dimensions of each element. ResizeObservers can do that, but I’m pretty sure they’re just async getBoundingClientRects in a trenchcoat.

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  • Oct 14, 2026, 3:03 PM

    @jonikorpi this is very nice looking. but it looks to me like there's five widgets here that are equally likely to be clickable: are they all buttons, or are some of them labels? it seems like "6/10 Mana\nSomewhere Cliffs" and "Moves\n4/4" might be labels, or maybe they're all buttons? if some of them aren't, i think it should be easier to distinguish between what's clickable and what isn't, but if they're all buttons, then it's fairly clear!

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  • Oct 14, 2026, 3:17 PM

    @jk Just managed to remove one!

    All interactable. Hoping I won’t have to differentiate them much because of that.

    Some are buttons (the destructive ones have confirmations) and some just pop out a tooltip with more details. I think I can differentiate them enough with just typography, but we’ll see.

    Similar to previous screenshots in this thread, but the UI element with stats has been removed. The hamburger menu has joined all the remaining elements.

There’s also a new element: a stray speech bubble pointing at nothing in particular in the world. It says “Are we going with just the 3 of us?”
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