Skip to content

Graphics UI Style Guide

Ayooluwa Fadeyibi edited this page Oct 5, 2026 · 3 revisions

UI Team Style guide

This style guide outlines the visual and audio standards for the game user interface. All UI assets adhere to a pixel art aesthetic based on a 64x64 grid unit to ensure visual consistency, proper scaling, and an immersive user experience across all game screens.

1. Colour Scheme & Palette for each level

The interface color palette is derived from the Desert Shores environment palette, designed in collaboration with the map team. This warm, natural palette balances readability with thematic consistency.

  • Sands & Stones (#F3E6C6 to #594733): Used for primary panel backgrounds, terrain frames, and container fills.
  • Rocks & Earth (#8E6F54 to #404B34): Applied to heavy borders, structural frames, and grounded UI elements.
  • Accents & Details (#D47A3A, #E9C46A, #A3C9C6, #9079AD): Reserved for interactive elements, highlights, item badges, and call-to-action buttons.
  • Shadows & Depth (#2F241C to #0D0F12): Utilized for outlines, drop shadows, and high-contrast text backing.

Provided by design committee for tutorial level inspiration

desert_color_scheme

Beach Level Placeholder image

odyssey_beach

Level 2 placeholder image

image

2. UI Backgrounds & Containers

All background containers and text boxes should be constructed using the standardized UI text box classes. Refer to the project wiki for implementation details and code examples: Text Boxes Documentation. Parchment & Scroll Framing: For narrative dialog, main menus, and pop-up windows, use the scroll framing template (Not finalised)

3. Typography & Font Rules

To maintain crisp visual alignment in pixel art rendering, the UI uses Pixeloid Sans. Ensure text is rendered without anti-aliasing artifacts and scaled in integer multiples.

  • Primary Font: Pixeloid Sans (dafont.com)
  • Font Scaling & Usage: Use uppercase pixel fonts for button labels and section titles; use regular pixel sans for descriptive text.
PixeloidSans PixeloidSans-Bold

4. Buttons & Interactive Elements

Buttons follow a carved wooden plank design with light sand/stone top borders and dark grounding outlines. All interactive buttons should provide distinct visual feedback for hover and pressed states.

  • Primary Action Buttons: Wide wooden signs for main navigation (Play, Settings, Exit, Continue, Minigames).
  • Icon & Utility Buttons: Square buttons with standardized icons (Home, Audio, Settings, Help, Heart, Close).
  • State Variations: Text highlights transition from warm gold to soft yellow/white upon hover/focus.
back_down_btn back_up_btn blackJack_down_btn blackJack_up_btn continue_down_btn continue_up_btn control_down_btn control_up_btn cyclops_down_btn cyclops_up_btn exit_down_btn exit_game_down_btn exit_game_up_btn exit_up_btn main_menu_down_btn main_menu_up_btn minigames_down_btn minigames_up_btn play_down_button play_up_btn quit_down_btn quit_up_btn restart_down_btn restart_up_btn settings_down_btn settings_up_btn spin_down_btn spinTheWheel_down_btn spinTheWheel_up_btn spin_up_btn apply_down_btn apply_up_btn

5. In-Game HUD & Menus

In-game panels share one look: dark teal rounded boxes with a darker outline, white pixel text, and a brown border to mark the selected or highlighted element. Hotbar slots, the backpack, the item dictionary, the shop and the arrow wheel all reuse this box style so they read as one system. See Player HUD for how each is built.

Health bar & gold counter

The health bar is a wooden plank with a laurel-wreath player portrait and a row of red hearts (a lost heart shows as an empty outline). The gold counter sits below it: pixel-font amount followed by the gold coin.

Health bar Health bar with gold counter

Hotbar

Eight rounded slots along the bottom of the screen. The selected slot has a brown border; stackable items show a white x<count> label in the corner.

Hotbar

Backpack

The full inventory grid, with an Item Details panel beside it for the selected item.

Backpack with item details

Arrow wheel

Three arrow icons in rounded boxes (standard, ice, fire). The tile being pointed at has the brown highlight border.

Arrow wheel

Item dictionary

A grid of item slots on a dark teal panel. Undiscovered items show a ?; clicking a discovered item opens its details page.

Item dictionary grid Item dictionary details

Shop

A centred dark panel with one row per item (icon, name, quantity, price, Buy button) and a Close button at the bottom.

Shop

Game icon

The Dock/taskbar icon: a pixel-art archer on a rounded-square background.

Game icon

6. Music & Sound Effects (Audio Lead: Soumya)

Audio elements enhance gameplay feedback and reinforce the desert atmosphere.

  • Background Music (BGM): Ambient desert melodies featuring warm acoustics and light percussion. BGM loops seamlessly in the background without overwhelming UI interaction sounds.
  • UI Sound Effects (SFX): Tactile wooden click sounds for button presses, subtle paper/scroll rustles when toggling panels, and distinct chime cues for successful actions.

Audio Mixing Guidelines:

Ensure UI SFX sits cleanly in the mid-high frequency range above BGM levels to maintain clear player feedback.

Clone this wiki locally