DAI 3.0 · STEP-BY-STEP
HUD, Overlays & Game Customization
Build responsive HUD/overlay feedback driven by current state instead of static mockups.
What you are building
Primary path:
Build responsive HUD/overlay feedback driven by current state instead of static mockups.
data/<namespace>/dai_hud/ + logics/definitions/Build responsive HUD/overlay feedback driven by current state instead of static mockups.
Step-by-step
- Decide what decision the HUD supportsHealth, target, resource, quest progress, cooldown or navigation.
- Build one layerStart with text or one bar/sprite.
- Feed it live stateState should come from authoritative scores/attributes/reaction context.
- Add show/hide conditionsDo not leave combat HUD visible in menus/title/loading scenes.
- Reserve multiplayer lanesPlayer-specific overlays must never reuse shared mutable state accidentally.
- Test resolutions and reloadsCheck small GUI scale, different aspect ratios and world reconnect.
Definition of done
- The feature still works after save/reload.
- Server state is authoritative; presentation mirrors it.
- Invalid input cannot duplicate rewards or bypass costs.
- Two players can use the system without sharing unintended temporary state.
- Any optional resource pack can be disabled without breaking datapack logic.
Next integration
Once this feature works alone, connect it to a complete loop instead of adding more isolated content. Use the complete-game tracks to see where it belongs in ACMS, Space Between Blocks, MineTrigger or Hollow Spiral.