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echoes-of-the-ash/VISUALS_GUIDE.md
2026-02-25 10:05:01 +01:00

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Visual Style Guide - Echoes of the Ash

This document defines the unified visual system for the application, ensuring a consistent, mature "videogame" aesthetic.

1. Core Design Philosophy

  • Aesthetic: Mature Post-Apocalyptic. Think "High-Tech Scavenger".
    • Dark & Gritty: Deep blacks (#0a0a0a) mixed with industrial dark greys (#1a1a20).
    • Sharp & Distinct: Avoid overly rounded "Web 2.0" corners. Use chamfered corners (clip-path) for a militaristic/industrial feel.
    • Glassmorphism: Use semi-transparent backgrounds with blur (backdrop-filter) to keep the player connected to the world.
    • Cinematic: High contrast text, subtle glows on active elements, and distinct borders.
  • Interaction: Instant Feedback.
    • Custom Tooltips: MANDATORY. Do NOT use the HTML title attribute. All information must appear instantly in a custom game-styled tooltip anchor.
    • Micro-animations: Subtle pulses, border glows on hover.

2. CSS Variables (Design Tokens)

Defined in :root.

Colors

:root {
  /* Backgrounds */
  --game-bg-app: #050505;                 /* Deepest black */
  --game-bg-panel: rgba(18, 18, 24, 0.96); /* Almost solid panels */
  --game-bg-glass: rgba(10, 10, 15, 0.85); /* Overlays */
  --game-bg-slot: rgba(0, 0, 0, 0.5);      /* Item slots - darker than panels */
  --game-bg-slot-hover: rgba(255, 255, 255, 0.08); 

  /* Borders / Separators */
  --game-border-color: rgba(255, 255, 255, 0.12);
  --game-border-active: rgba(255, 255, 255, 0.4);
  --game-border-highlight: #ff6b6b; /* Red accent border */

  /* Corner Radius - Tighter for mature look */
  --game-radius-xs: 2px;
  --game-radius-sm: 4px;
  --game-radius-md: 6px; 

  /* Typography */
  --game-font-main: 'Saira Condensed', system-ui, sans-serif;
  --game-text-primary: #e0e0e0; /* Off-white is better for eyes than pure white */
  --game-text-secondary: #94a3b8; /* Cool grey */
  --game-text-highlight: #fbbf24; /* Amber/Gold */
  --game-text-danger: #ef4444;

  /* Semantic Colors (Desaturated/Industrial) */
  --game-color-primary: #e11d48;    /* Blood Red - Action/Health */
  --game-color-stamina: #d97706;    /* Amber - Stamina */
  --game-color-magic: #3b82f6;      /* Blue - Mana/Tech */
  --game-color-success: #10b981;    /* Emerald - Durability High */
  --game-color-warning: #f59e0b;    /* Amber - Warning */
  
  /* Rarity Colors */
  --rarity-common: #9ca3af;
  --rarity-uncommon: #ffffff;
  --rarity-rare: #34d399;
  --rarity-epic: #60a5fa;
  --rarity-legendary: #fbbf24;

  /* Effects */
  --game-shadow-panel: 0 8px 32px rgba(0, 0, 0, 0.8);
  --game-shadow-glow: 0 0 15px rgba(225, 29, 72, 0.3); /* Subtle red glow */
}

3. Tooltip System (CRITICAL)

Goal: Replicate a native game HUD tooltip. Rule: NEVER use title="Description".

The Component: <GameTooltip />

Every interactive element with info must be wrapped or associated with this component.

  • Behavior: Appears instantly on hover (0ms delay). Follows cursor OR anchored to element.
  • Visuals:
    • Background: Solid dark (#0f0f12) with high opacity (98%).
    • Border: Thin accent border (1px solid --game-border-color).
    • Shadow: Strong drop shadow to separate from UI.
    • Content: Supports HTML (rich text, stats, icons).
// Usage Example
<GameTooltip content={<ItemStats item={sword} />}>
  <button className="game-slot">
    <img src="sword.png" />
  </button>
</GameTooltip>

## 4. Reusable Components
Use these React components located in `pwa/src/components/common/` to ensure visual consistency.

### Buttons: `<GameButton />`
**Look**: Rectangular, tactile, with optional mecha-cut corners.
- **Variants**: `primary`, `secondary`, `success`, `danger`, `info`, `warning`.
- **Sizes**: `sm`, `md`, `lg`.
- **States**: Auto-handles hover glows and active transforms.

```tsx
<GameButton variant="success" size="md" onClick={handleSave}>
  Save Game
</GameButton>

Tooltips: <GameTooltip />

Rule: NEVER use the HTML title attribute.

  • Behavior: Appears instantly (0ms), follows cursor. Rendering via React Portal avoids z-index clipping.
  • Usage: Wrap any interactive element.
<GameTooltip content="Drains 10 Stamina">
  <button className="ability-slot">Dash</button>
</GameTooltip>

Item Content: <ItemTooltipContent />

Specialized sub-component for rich item data (stats, weight, durability bars).

  • Props: item, showValue (for trading), showDurability.
<GameTooltip content={<ItemTooltipContent item={sword} />}>
  <div className="inventory-slot">...</div>
</GameTooltip>

Progress Bars: <GameProgressBar />

For health, stamina, XP, weight, and volume.

  • Types: health, stamina, xp, weight, volume, durability.
  • Modes: Supports showText, custom label, and alignment.
  • Logic: Auto-colors (e.g., weight turns red as it nears capacity).
<GameProgressBar 
  value={80} 
  max={100} 
  type="health" 
  showText 
  label="Health" 
/>

Dropdowns: <GameDropdown />

Contextual menus that render outside the DOM hierarchy.

  • Features: Auto-positioning (flips up if near bottom), click-outside to close.
<GameDropdown isOpen={menuOpen} onClose={() => setMenuOpen(false)}>
  <div className="menu-item">Inspect</div>
  <div className="menu-item">Discard</div>
</GameDropdown>

Notifications: <NotificationContainer />

Global toast system. Used via useNotification hook.

  • Types: success, error, info, warning.
  • Visuals: Slide-in/out animations, industrial styling.

5. UI Layout Patterns

Panels & Containers (.game-panel)

Use this class for modals and sidebars.

  • Visuals: 96% opacity dark panels, 8px blur, 1px subtle border.

Grid Slots (.game-slot)

Consistent 1:1 ratio slots for items or abilities. Darker background than panels to create depth.


Updated: Feb 16, 2026