Dev notes ·

Step 17e: second art pass (UI kit, status icons, textures, VFX)

  • UI kit, cut into pieces: tools/slice_uikit.py split the sheets by their transparent gaps into 17 pieces in Assets/_Project/UI/Sprites/Pieces (copies in art-work/04-ui/pieces), plus 4 cursors at 64 px.
  • UIKit.uss (imported by GameTheme.tss, 9-sliced with :root priority):
    • Panel frame: bag, stash, trade, board, travel, menu, map and skill-tree windows.
    • Tooltip frame: tooltips and the dialogue box.
    • Stone buttons game-wide (normal / gilded hover / pressed, dark ink).
    • Flagstone slot tiles: grid cells and hotbar.
    • Skill-node socket rings (locked / can learn / learned / ultimate laurel) around the icons; the colonnade behind the three trees.
    • Parchment quest tracker (dark ink).
    • Limestone target plaque.
    • Bronze boss-bar channel (BossBar fill now inside a boss-channel element).
    • Bronze XP rule.
  • Skipped: the health globe and 8-slot hotbar strip (the HUD uses bars and 6 slots) and the paper-doll panel (its slots don't line up).
  • Cursors: spear as the default (Player Settings), scroll over people, gauntlet over usable things, sword over enemies (ClickToInteract).
  • Status icons: StatusIconSet asset (UI/StatusIcons.asset) maps buff name keys to icons (Demeter's blessing, Rally, Slow, Stun, and more ready). The HUD shows buffs, boons and slows as icons with seconds left (text fallback); a stun icon shows on the target frame.
  • Environment textures: ArtWiring.Surface with per-surface tiling.
    • Rarian Plain: failing-wheat ground, ploughed-soil furrows, limestone stonework.
    • Eleusis: dirt-road ground, threshing-floor agora, terracotta roofs.
    • Ploutonion: cave-rock cliffs and floor, frosted threshold apron.
  • VFX masks:
    • Boss telegraphs now draw the painted shapes: Ring (pools, inner ring), Cone (exhale), Line arrow (grab), Inrush swirl (the Pull). Telegraph meshes got UVs fitted to each mask.
    • Target ring: the painted T_FX_TargetRing on a flat quad (the line is the fallback).
    • Hit sparks: the T_FX_HitSparkSheet 4×4 flipbook, additive.
  • Not used yet: LootBeam, UmbralColdMist, FrostSpreadDecal; Bark and GroveFloor (Zone B); the codex plate.
  • Compiled clean; no stylesheet warnings.

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