HUD: Light, crystals and color wheels
The HUD (the displays at the edge of the screen) shows your Light, the colors you have won back and what your equipment does in combat. Unlike the world, it is never shown faded.
Top left: Light and crystals
- Light bar: 20 segments show the hero’s Light, which is the hero’s life. Next to it sits a lamp that dims when Light is low.
- Three crystals: one crystal each for red, green and blue. A crystal only shows its color once its channel is won back, so you see at a glance how far you have come.
Bottom left: two color wheels
Two small color wheels sit on an iron panel, one with a sword for the weapon and one with a shield for the armor. The ring shows the hues of light: red at the top, then clockwise yellow, green, cyan, blue and magenta.
A filled shape inside the wheel shows how strongly the equipment works per channel. A red weapon is a spike pointing up, a white one an even triangle. The fill only shows channels you have already won back, because only those count in combat (see light vs. darkness).
The plan is for the wheel to also show a locked-on enemy’s missing light as an outline. Then you see at once which weapon fits. A slot for the quick item and a second weapon slot will follow with their mechanics.
The HUD art is drawn by a program from the colors of the game palette, without AI.
This page describes the prototype. Whatever changes on the way to the finished game will be added here.
AI notice: Written with AI (Claude) from the game's design documents. This English version is an AI translation of the German original.