chore: share game-studio hermes plugin
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# 3D HUD Layout Patterns
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Use these defaults for initial 3D browser-game scaffolds. The first screen should be playable before it is informational.
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## Layout Budget
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- Keep the center of the screen clear during normal play.
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- On desktop, prefer one primary persistent cluster and one small secondary cluster.
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- On mobile, prefer one compact persistent cluster and transient prompts.
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- Secondary information belongs in drawers, toggles, pause menus, or contextual popovers.
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## Good Default Patterns
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### Objective chip
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- One short objective in a compact top-corner chip.
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- One optional sublabel for location or mode.
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- No giant hero banner over the live scene.
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### Contextual interaction prompt
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- Bottom-center or lower-corner pill.
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- Appears only near interactables or during onboarding.
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- Dismisses after first use or fades once the player is moving confidently.
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### Small status strip
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- Health, energy, party count, or beacon progress in a narrow edge-aligned strip.
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- Use icons, short labels, and compact meters instead of stacked cards.
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### Collapsible journal or quest log
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- Closed by default.
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- Opened by a hotkey, button, or pause state.
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- Holds longer prose, lore, map notes, and multi-step objective details.
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### Pause and settings modal
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- Explicit modal state.
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- Suspends pointer-lock, drag-look, or camera input while active.
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## Anti-Patterns
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- four to six glass cards permanently framing the viewport
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- large lore or field-notes panels open during normal movement
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- controls lists permanently pinned to the screen
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- symmetric dashboard composition that competes with the scene
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- oversized title panels staying visible after the first second of play
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## Example UI Budget
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- top-left: objective chip
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- top-right: compact status strip
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- bottom-center: transient interaction or controls hint
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- pause menu or drawer: map, notes, inventory, settings
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## Prompt Add-On
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```text
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Default to a low-chrome playable HUD. Keep the central playfield clear. Use one compact objective chip, one small status surface, and transient prompts. Put lore, field notes, full controls, and long checklists behind a drawer or pause menu. Avoid equal-weight boxed panels in every corner.
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```
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