Implement UI Framework With Egui For ARPG

by Lucia Rojas 42 views

Hey guys! Let's dive into the exciting world of UI development for our ARPG project! This article outlines the plan to implement a complete UI framework using egui, ensuring our game is not only fun but also super user-friendly. We're talking smooth interactions, clear information, and a UI that doesn't break the immersion. Let's get started!

User Story

As a player who loves interacting with deep ARPG systems,

I need a UI that's responsive and intuitive, giving me clear info and seamless interactions,

So that I can efficiently manage my inventory, skills, stats, and game settings without losing my flow or immersion.

Value Proposition

The UI is the bridge between what players want to do and how the game mechanics work. In ARPGs, where you're juggling tons of systems at once, the UI can make or break the experience. A well-designed UI framework offers:

  • Information Clarity: Presenting complex stats in a way that's easy to grasp.
  • Efficient Workflows: Making common actions quick and painless.
  • Visual Feedback: Responding instantly to your every move.
  • Customization: Letting you arrange the UI to suit your style.
  • Performance: Ensuring UI updates don't tank your framerate.

The difference between a good ARPG and a great one often boils down to UI polish and responsiveness. It’s about making the player feel in control and informed every step of the way.

Acceptance Criteria

Let's break down what we need to nail for this UI framework:

  • [ ] Core UI Architecture:
    • [ ] Egui integration with Bevy rendering: We need egui playing nice with our Bevy engine.
    • [ ] UI state management system: A robust way to keep track of what's happening in the UI.
    • [ ] Theme and styling system: So we can make the UI look amazing.
    • [ ] Layout management with anchoring: Ensuring elements stay where they should, no matter the screen size.
    • [ ] UI scaling for different resolutions: A UI that looks good on any monitor.
    • [ ] Input handling and focus management: Making sure clicks and key presses go where they're supposed to.
  • [ ] HUD Elements:
    • [ ] Health/Mana/Resource globes: Gotta keep an eye on those vital stats!
    • [ ] Skill bar with cooldown visualization: Know when you can unleash your powers again.
    • [ ] Buff/debuff icons with timers: See what's helping or hurting you, and for how long.
    • [ ] Experience bar with level indicator: Track your progress and know when you're leveling up.
    • [ ] Mini-map with fog of war: Explore the world without getting lost.
    • [ ] Quest tracker overlay: Keep those quests in check.
  • [ ] Windows and Panels:
    • [ ] Inventory grid with drag-and-drop: Because who doesn't love a good inventory system?
    • [ ] Character stats panel: Dive deep into your character's abilities.
    • [ ] Skill tree interface: Plan your build and become a powerhouse.
    • [ ] Quest log with categories: Organize your adventures.
    • [ ] Settings menu with tabs: Tweak the game to your liking.
    • [ ] Map overlay system: Get the lay of the land.
  • [ ] Interactive Elements:
    • [ ] Tooltips with comparison: Know what that item really does.
    • [ ] Context menus: Quick actions at your fingertips.
    • [ ] Modal dialogs: Important messages that need your attention.
    • [ ] Notification system: Stay informed about game events.
    • [ ] Chat interface: Connect with other players.
    • [ ] Trade window: Share the loot!
  • [ ] Visual Polish:
    • [ ] Smooth animations and transitions: Because nobody likes a clunky UI.
    • [ ] Particle effects on UI elements: Make things pop!
    • [ ] Sound feedback for interactions: Clicks and clacks that feel right.
    • [ ] Visual states (hover, pressed, disabled): Know when you're interacting with something.
    • [ ] Loading screens with tips: Make loading times a little less painful.

Technical Specifications

Let’s get technical and peek at some code snippets! This gives you an idea of how we're structuring things.

UI Framework Architecture

// crates/hephaestus_ui/src/lib.rs
use bevy::prelude::*;
use bevy_egui::{egui, EguiContexts, EguiPlugin};
use serde::{Deserialize, Serialize};

pub struct HephaestusUIPlugin;

impl Plugin for HephaestusUIPlugin {
    fn build(&self, app: &mut App) {
        app
            .add_plugins(EguiPlugin)
            .init_resource::<UIState>()
            .init_resource::<UITheme>()
            .init_resource::<WindowManager>()
            .init_resource::<TooltipSystem>()
            .add_event::<UIEvent>()
            
            // UI Systems
            .add_systems(Startup, (
                setup_ui_theme,
                load_ui_layouts,
                initialize_windows,
            ))
            .add_systems(Update, (
                // Input layer
                handle_ui_input,
                update_drag_drop,
                
                // Window management
                update_window_positions,
                handle_window_focus,
                
                // HUD updates
                update_health_mana_display,
                update_skill_bar,
                update_buff_icons,
                update_minimap,
                
                // Interactive windows
                render_inventory_window,
                render_character_panel,
                render_skill_tree,
                render_settings_menu,
                
                // Overlay systems
                render_tooltips,
                render_notifications,
                show_damage_numbers,
            ).chain());
    }
}

/// Central UI state management
#[derive(Resource, Default)]
pub struct UIState {
    pub open_windows: HashSet<WindowType>,
    pub focused_window: Option<WindowType>,
    pub hud_visible: bool,
    pub ui_scale: f32,
    pub drag_data: Option<DragData>,
    pub tooltip_data: Option<TooltipData>,
    pub notifications: VecDeque<Notification>,
}

#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum WindowType {
    Inventory,
    Character,
    SkillTree,
    QuestLog,
    Map,
    Settings,
    Stash,
    Trade,
}

/// UI Theme configuration
#[derive(Resource, Serialize, Deserialize)]
pub struct UITheme {
    pub colors: ColorScheme,
    pub fonts: FontSettings,
    pub animations: AnimationSettings,
    pub sounds: UISounds,
}

#[derive(Serialize, Deserialize)]
pub struct ColorScheme {
    pub background: Color32,
    pub panel: Color32,
    pub text: Color32,
    pub text_secondary: Color32,
    pub accent: Color32,
    pub success: Color32,
    pub warning: Color32,
    pub error: Color32,
    pub rarity_colors: RarityColors,
}

#[derive(Serialize, Deserialize)]
pub struct RarityColors {
    pub normal: Color32,
    pub magic: Color32,
    pub rare: Color32,
    pub unique: Color32,
    pub set: Color32,
    pub currency: Color32,
}

impl UITheme {
    pub fn apply_to_egui(&self, ctx: &egui::Context) {
        let mut style = (*ctx.style()).clone();
        
        style.visuals.window_fill = self.colors.panel;
        style.visuals.panel_fill = self.colors.panel;
        style.visuals.faint_bg_color = self.colors.background;
        style.visuals.extreme_bg_color = self.colors.background;
        style.visuals.code_bg_color = self.colors.background;
        
        style.visuals.widgets.inactive.bg_fill = self.colors.panel;
        style.visuals.widgets.hovered.bg_fill = self.colors.accent;
        style.visuals.widgets.active.bg_fill = self.colors.accent;
        
        style.visuals.selection.bg_fill = self.colors.accent;
        style.visuals.selection.stroke.color = self.colors.text;
        
        ctx.set_style(style);
    }
}

This snippet shows the core structure of our UI plugin, including state management, theming, and the systems that handle different UI aspects. Think of UIState as the brain of our UI, keeping track of everything from open windows to tooltips. UITheme lets us define the look and feel, ensuring a consistent visual style.

HUD Implementation

Let's look at how we're building the Heads-Up Display (HUD), the info you see while playing:

// crates/hephaestus_ui/src/hud.rs
use super::*;

/// Health and resource display
pub fn render_health_mana_globes(
    contexts: &mut EguiContexts,
    player_stats: &PlayerStats,
    ui_theme: &UITheme,
) {
    let ctx = contexts.ctx_mut();
    
    // Health Globe - Bottom Left
    egui::Area::new("health_globe")
        .anchor(egui::Align2::LEFT_BOTTOM, egui::vec2(20.0, -20.0))
        .show(ctx, |ui| {
            ui.allocate_ui(egui::vec2(150.0, 150.0), |ui| {
                // Draw globe background
                let rect = ui.available_rect_before_wrap();
                let painter = ui.painter();
                
                // Background circle
                painter.circle_filled(
                    rect.center(),
                    rect.width() / 2.0,
                    Color32::from_rgba(40, 10, 10, 200),
                );
                
                // Health fill (using custom shader would be better)
                let health_percent = player_stats.health_current / player_stats.health_max;
                let fill_height = rect.height() * health_percent;
                
                painter.rect_filled(
                    Rect::from_min_size(
                        pos2(rect.left(), rect.bottom() - fill_height),
                        vec2(rect.width(), fill_height),
                    ),
                    Rounding::none(),
                    Color32::from_rgb(200, 20, 20),
                );
                
                // Text overlay
                ui.put(
                    rect,
                    egui::Label::new(
                        RichText::new(format!(
                            "{}/{}",
                            player_stats.health_current as i32,
                            player_stats.health_max as i32
                        ))
                        .color(Color32::WHITE)
                        .size(16.0)
                    )
                );
            });
        });
    
    // Mana Globe - Bottom Right
    egui::Area::new("mana_globe")
        .anchor(egui::Align2::RIGHT_BOTTOM, egui::vec2(-20.0, -20.0))
        .show(ctx, |ui| {
            ui.allocate_ui(egui::vec2(150.0, 150.0), |ui| {
                let rect = ui.available_rect_before_wrap();
                let painter = ui.painter();
                
                painter.circle_filled(
                    rect.center(),
                    rect.width() / 2.0,
                    Color32::from_rgba(10, 10, 40, 200),
                );
                
                let mana_percent = player_stats.mana_current / player_stats.mana_max;
                let fill_height = rect.height() * mana_percent;
                
                painter.rect_filled(
                    Rect::from_min_size(
                        pos2(rect.left(), rect.bottom() - fill_height),
                        vec2(rect.width(), fill_height),
                    ),
                    Rounding::none(),
                    Color32::from_rgb(20, 20, 200),
                );
                
                ui.put(
                    rect,
                    egui::Label::new(
                        RichText::new(format!(
                            "{}/{}",
                            player_stats.mana_current as i32,
                            player_stats.mana_max as i32
                        ))
                        .color(Color32::WHITE)
                        .size(16.0)
                    )
                );
            });
        });
}

/// Skill bar with cooldowns
pub fn render_skill_bar(
    contexts: &mut EguiContexts,
    skill_bar: &SkillBar,
    ui_theme: &UITheme,
) {
    let ctx = contexts.ctx_mut();
    
    egui::TopBottomPanel::bottom("skill_bar")
        .resizable(false)
        .show(ctx, |ui| {
            ui.horizontal(|ui| {
                ui.spacing_mut().item_spacing = egui::vec2(4.0, 0.0);
                
                // Center the skill bar
                let available_width = ui.available_width();
                let skill_bar_width = skill_bar.slots.len() as f32 * 54.0;
                ui.add_space((available_width - skill_bar_width) / 2.0);
                
                for (index, slot) in skill_bar.slots.iter().enumerate() {
                    let response = ui.allocate_ui(egui::vec2(50.0, 50.0), |ui| {
                        render_skill_slot(ui, slot, index, ui_theme);
                    }).response;
                    
                    // Handle skill activation
                    if response.clicked() || ui.input(|i| i.key_pressed(slot.hotkey)) {
                        // Trigger skill cast event
                    }
                    
                    // Show tooltip on hover
                    if response.hovered() {
                        if let Some(skill) = &slot.skill {
                            show_skill_tooltip(ui, skill);
                        }
                    }
                }
            });
        });
}

fn render_skill_slot(
    ui: &mut egui::Ui,
    slot: &SkillSlot,
    index: usize,
    theme: &UITheme,
) {
    let rect = ui.available_rect_before_wrap();
    let painter = ui.painter();
    
    // Background
    painter.rect_filled(
        rect,
        Rounding::same(4.0),
        Color32::from_rgba(20, 20, 20, 200),
    );
    
    // Border
    painter.rect_stroke(
        rect,
        Rounding::same(4.0),
        Stroke::new(2.0, theme.colors.accent),
    );
    
    if let Some(skill) = &slot.skill {
        // Skill icon
        if let Some(texture_id) = get_skill_texture(skill.id) {
            painter.image(
                texture_id,
                rect.shrink(4.0),
                Rect::from_min_size(pos2(0.0, 0.0), vec2(1.0, 1.0)),
                Color32::WHITE,
            );
        }
        
        // Cooldown overlay
        if !slot.cooldown_timer.finished() {
            let cooldown_percent = slot.cooldown_timer.percent_left();
            let overlay_height = rect.height() * cooldown_percent;
            
            painter.rect_filled(
                Rect::from_min_size(
                    rect.min,
                    vec2(rect.width(), overlay_height),
                ),
                Rounding::same(4.0),
                Color32::from_rgba(0, 0, 0, 180),
            );
            
            // Cooldown text
            let remaining = slot.cooldown_timer.remaining_secs();
            painter.text(
                rect.center(),
                Align2::CENTER_CENTER,
                format!("{:.1}", remaining),
                FontId::proportional(20.0),
                Color32::WHITE,
            );
        }
        
        // Charges indicator
        if slot.max_charges > 1 {
            painter.text(
                rect.right_bottom() - vec2(5.0, 5.0),
                Align2::RIGHT_BOTTOM,
                format!("{}", slot.current_charges),
                FontId::proportional(14.0),
                Color32::YELLOW,
            );
        }
    }
    
    // Hotkey indicator
    painter.text(
        rect.left_top() + vec2(5.0, 5.0),
        Align2::LEFT_TOP,
        format!("{}", index + 1),
        FontId::proportional(12.0),
        Color32::GRAY,
    );
}

This code handles the health and mana globes, as well as the skill bar. Notice how we use egui::Area and egui::TopBottomPanel to position these elements. We're also drawing shapes and text directly onto the UI, giving us fine-grained control over the visuals.

Inventory Window

The inventory is a core part of any ARPG. Here’s a glimpse of how we're building it:

// crates/hephaestus_ui/src/windows/inventory.rs
use super::*;

pub fn render_inventory_window(
    contexts: &mut EguiContexts,
    inventory: &mut Inventory,
    ui_state: &mut UIState,
    ui_theme: &UITheme,
) {
    if !ui_state.open_windows.contains(&WindowType::Inventory) {
        return;
    }
    
    let ctx = contexts.ctx_mut();
    
    egui::Window::new("Inventory")
        .id(egui::Id::new("inventory_window"))
        .default_size(egui::vec2(400.0, 600.0))
        .resizable(true)
        .collapsible(false)
        .show(ctx, |ui| {
            // Character paper doll
            ui.horizontal(|ui| {
                ui.group(|ui| {
                    ui.set_min_size(egui::vec2(200.0, 300.0));
                    render_equipment_slots(ui, &mut inventory.equipment, ui_state);
                });
                
                ui.vertical(|ui| {
                    // Stats summary
                    ui.group(|ui| {
                        ui.label("Stats");
                        ui.separator();
                        render_stat_summary(ui, inventory);
                    });
                    
                    // Currency display
                    ui.group(|ui| {
                        ui.label("Currency");
                        ui.separator();
                        render_currency_display(ui, &inventory.currency);
                    });
                });
            });
            
            ui.separator();
            
            // Inventory grid
            egui::ScrollArea::vertical()
                .max_height(300.0)
                .show(ui, |ui| {
                    render_inventory_grid(ui, &mut inventory.items, ui_state, ui_theme);
                });
            
            ui.separator();
            
            // Inventory controls
            ui.horizontal(|ui| {
                if ui.button("Sort").clicked() {
                    inventory.sort_items();
                }
                if ui.button("Deposit All").clicked() {
                    // Transfer to stash
                }
                ui.label(format!(
                    "Space: {}/{}",
                    inventory.used_space(),
                    inventory.max_space
                ));
            });
        });
}

fn render_inventory_grid(
    ui: &mut egui::Ui,
    items: &mut InventoryGrid,
    ui_state: &mut UIState,
    theme: &UITheme,
) {
    let grid_size = items.size;
    let cell_size = 40.0;
    
    ui.allocate_ui(
        egui::vec2(grid_size.0 as f32 * cell_size, grid_size.1 as f32 * cell_size),
        |ui| {
            let painter = ui.painter();
            let rect = ui.available_rect_before_wrap();
            
            // Draw grid background
            for y in 0..grid_size.1 {
                for x in 0..grid_size.0 {
                    let cell_rect = Rect::from_min_size(
                        rect.min + vec2(x as f32 * cell_size, y as f32 * cell_size),
                        vec2(cell_size, cell_size),
                    );
                    
                    painter.rect(
                        cell_rect.shrink(1.0),
                        Rounding::same(2.0),
                        Color32::from_rgba(40, 40, 40, 100),
                        Stroke::new(1.0, Color32::from_rgba(60, 60, 60, 100)),
                    );
                }
            }
            
            // Draw items
            for item_slot in &items.items {
                let item_rect = Rect::from_min_size(
                    rect.min + vec2(
                        item_slot.position.0 as f32 * cell_size,
                        item_slot.position.1 as f32 * cell_size,
                    ),
                    vec2(
                        item_slot.item.size.0 as f32 * cell_size,
                        item_slot.item.size.1 as f32 * cell_size,
                    ),
                );
                
                // Item background with rarity color
                let rarity_color = get_rarity_color(&item_slot.item.rarity, theme);
                painter.rect(
                    item_rect.shrink(2.0),
                    Rounding::same(3.0),
                    Color32::from_rgba(20, 20, 20, 200),
                    Stroke::new(2.0, rarity_color),
                );
                
                // Item icon
                if let Some(texture) = get_item_texture(&item_slot.item.icon) {
                    painter.image(
                        texture,
                        item_rect.shrink(4.0),
                        Rect::from_min_size(pos2(0.0, 0.0), vec2(1.0, 1.0)),
                        Color32::WHITE,
                    );
                }
                
                // Stack count
                if item_slot.item.stack_size > 1 {
                    painter.text(
                        item_rect.right_bottom() - vec2(4.0, 4.0),
                        Align2::RIGHT_BOTTOM,
                        format!("{}", item_slot.item.stack_size),
                        FontId::proportional(12.0),
                        Color32::WHITE,
                    );
                }
                
                // Handle interactions
                let response = ui.interact(item_rect, ui.id().with(item_slot.item.id), Sense::click_and_drag());
                
                if response.clicked_by(PointerButton::Primary) {
                    // Pick up item for moving
                    ui_state.drag_data = Some(DragData::Item(item_slot.item.clone()));
                } else if response.clicked_by(PointerButton::Secondary) {
                    // Show context menu
                    show_item_context_menu(ui, &item_slot.item);
                } else if response.hovered() {
                    // Show tooltip
                    ui_state.tooltip_data = Some(TooltipData::Item(item_slot.item.clone()));
                }
            }
            
            // Handle drop
            let response = ui.interact(rect, ui.id().with("inventory_grid"), Sense::hover());
            if response.hovered() && ui.input(|i| i.pointer.any_released()) {
                if let Some(DragData::Item(item)) = &ui_state.drag_data {
                    // Calculate grid position
                    if let Some(pos) = ui.input(|i| i.pointer.hover_pos()) {
                        let relative_pos = pos - rect.min;
                        let grid_x = (relative_pos.x / cell_size) as u32;
                        let grid_y = (relative_pos.y / cell_size) as u32;
                        
                        if items.can_place_item(&item, (grid_x, grid_y)) {
                            items.place_item(item.clone(), (grid_x, grid_y));
                            ui_state.drag_data = None;
                        }
                    }
                }
            }
        }
    );
}

This is where the magic happens for item management! We're using egui::Window to create the inventory window and then laying out the different sections: character paper doll, stats, currency, and the inventory grid. The drag-and-drop functionality is handled using ui_state.drag_data, making item moving feel natural.

Tooltip System

Tooltips are crucial for conveying information without cluttering the UI. Here's how we're implementing them:

// crates/hephaestus_ui/src/tooltips.rs
use super::*;

#[derive(Clone)]
pub enum TooltipData {
    Item(Item),
    Skill(Skill),
    Buff(BuffEffect),
    Custom(String),
}

pub fn render_tooltips(
    contexts: &mut EguiContexts,
    ui_state: &UIState,
    theme: &UITheme,
) {
    if let Some(tooltip) = &ui_state.tooltip_data {
        let ctx = contexts.ctx_mut();
        
        egui::Area::new("tooltip")
            .interactable(false)
            .movable(false)
            .show(ctx, |ui| {
                ui.set_max_width(400.0);
                
                let frame = egui::Frame::popup(ui.style())
                    .fill(Color32::from_rgba(10, 10, 10, 240))
                    .stroke(Stroke::new(1.0, theme.colors.accent));
                    
                frame.show(ui, |ui| {
                    match tooltip {
                        TooltipData::Item(item) => render_item_tooltip(ui, item, theme),
                        TooltipData::Skill(skill) => render_skill_tooltip(ui, skill, theme),
                        TooltipData::Buff(buff) => render_buff_tooltip(ui, buff, theme),
                        TooltipData::Custom(text) => {
                            ui.label(text);
                        }
                    }
                });
            });
    }
}

fn render_item_tooltip(ui: &mut egui::Ui, item: &Item, theme: &UITheme) {
    // Item name with rarity color
    let rarity_color = get_rarity_color(&item.rarity, theme);
    ui.colored_label(rarity_color, &item.name);
    
    ui.separator();
    
    // Base type
    ui.label(format!("{}", item.base_type.name));
    
    // Requirements
    if item.has_requirements() {
        ui.add_space(4.0);
        ui.label("Requirements:");
        if item.requirements.level > 0 {
            ui.label(format!("  Level: {}", item.requirements.level));
        }
        if item.requirements.strength > 0 {
            ui.colored_label(
                Color32::from_rgb(200, 100, 100),
                format!("  Strength: {}", item.requirements.strength)
            );
        }
        if item.requirements.dexterity > 0 {
            ui.colored_label(
                Color32::from_rgb(100, 200, 100),
                format!("  Dexterity: {}", item.requirements.dexterity)
            );
        }
        if item.requirements.intelligence > 0 {
            ui.colored_label(
                Color32::from_rgb(100, 100, 200),
                format!("  Intelligence: {}", item.requirements.intelligence)
            );
        }
    }
    
    ui.separator();
    
    // Base stats
    if let Some(damage) = &item.base_stats.physical_damage {
        ui.label(format!("Physical Damage: {}-{}", damage.0, damage.1));
    }
    if let Some(armor) = item.base_stats.armor {
        ui.label(format!("Armor: {}", armor));
    }
    
    // Implicit mods
    if !item.implicit_mods.is_empty() {
        ui.add_space(4.0);
        for mod_text in &item.implicit_mods {
            ui.colored_label(Color32::from_rgb(150, 150, 200), mod_text);
        }
    }
    
    ui.separator();
    
    // Explicit mods
    for mod_text in &item.explicit_mods {
        ui.label(mod_text);
    }
    
    // Flavor text
    if let Some(flavor) = &item.flavor_text {
        ui.add_space(4.0);
        ui.colored_label(Color32::from_rgb(150, 120, 80), flavor);
    }
    
    // Value
    ui.add_space(4.0);
    ui.separator();
    ui.horizontal(|ui| {
        ui.label("Value:");
        render_currency_amount(ui, &item.vendor_price);
    });
}

This code defines the TooltipData enum, which can hold different types of information (item, skill, buff, etc.). The render_tooltips function then displays the appropriate tooltip based on the data. For items, we show a detailed breakdown of stats, requirements, and flavor text.

Libraries and Rationale

Let's talk about the tools we're using and why:

Core Dependencies

  • bevy_egui: An immediate mode GUI that's perfect for complex game UIs. It lets us build dynamic, data-driven interfaces.
  • egui_extras: Extra widgets and layouts to make our UI even more polished.
  • egui_plot: For graphs and charts in stats panels, because who doesn't love a good visual representation of data?
  • image: For UI texture loading and manipulation, so we can get those icons looking crisp.

Design Decisions

  1. Immediate Mode: egui lets us build UIs that react instantly to changes in data. This is crucial for a dynamic ARPG.
  2. Theme System: Centralized styling ensures a consistent look and feel across the entire UI. Plus, it makes it easier to tweak the visuals later on.
  3. Drag and Drop: Native support for drag-and-drop makes inventory management a breeze.
  4. Resolution Independence: Our UI will scale gracefully to different screen sizes, so it looks good on any setup.
  5. Modular Windows: Each UI panel is independent, making it easier to manage and update individual parts of the UI.

AI Agent Assignments

We're dividing the work among different AI agents to keep things organized:

Tools Developer

  1. Implement core UI framework with egui integration: Laying the foundation for everything else.
  2. Create window management system with docking support: Letting players arrange their UI to their liking.
  3. Build drag and drop system for inventory: Making item management intuitive.
  4. Design tooltip framework with comparison logic: Giving players the info they need to make informed decisions.
  5. Implement UI persistence for window positions: Remembering where players left their windows.
  6. Create UI animation system for smooth transitions: Adding that extra layer of polish.

Graphics/Technical Artist

  1. Design UI visual theme matching ARPG aesthetic: Making sure our UI looks the part.
  2. Create UI element textures and icons: Giving the UI a visual identity.
  3. Implement UI particle effects for interactions: Making interactions feel satisfying.
  4. Build health/mana globe shaders: Creating visually appealing resource displays.
  5. Design damage number system with physics: Making combat feedback clear and impactful.

Gameplay Programmer

  1. Connect UI to game systems (inventory, skills, etc.): Making the UI functional and interactive.
  2. Implement UI interaction logic for complex panels: Handling the nitty-gritty of UI behavior.
  3. Create notification system for game events: Keeping players informed about what's happening.
  4. Build chat system for multiplayer: Letting players communicate.
  5. Design settings persistence system: Saving player preferences.

QA/Testing Automation

  1. Test UI responsiveness at different resolutions: Ensuring the UI works well on all screens.
  2. Validate drag and drop edge cases: Catching those pesky bugs.
  3. Test tooltip accuracy for all items: Making sure the info is correct.
  4. Benchmark UI performance impact: Keeping the UI snappy.
  5. Test keyboard navigation accessibility: Making the game accessible to all players.

Definition of Done

We'll consider this feature complete when:

  • [ ] All major UI panels implemented
  • [ ] Drag and drop working smoothly
  • [ ] Tooltips showing accurate information
  • [ ] UI scaling properly at all resolutions
  • [ ] Theme system applied consistently
  • [ ] Keyboard shortcuts functional
  • [ ] Performance impact < 2ms per frame
  • [ ] UI state persists between sessions

Related Documentation

Here are some helpful resources we're using:

Estimated Effort

  • Story Points: 13 (3-4 days with AI assistance)
  • Priority: P0 - Critical (Required for gameplay)

Labels

ui, p0-critical, size-13, feature, user-interface

This is gonna be awesome, guys! Let's build a UI that's as fun to use as the game is to play!