DAI 3.0 · STEP-BY-STEP

HUD, Overlays & Game Customization

Build responsive HUD/overlay feedback driven by current state instead of static mockups.

Build from scratchTest in MinecraftMultiplayer-safe by designDAI 3.0

What you are building

Primary path: data/<namespace>/dai_hud/ + logics/definitions/
Build responsive HUD/overlay feedback driven by current state instead of static mockups.

Step-by-step

  1. Decide what decision the HUD supportsHealth, target, resource, quest progress, cooldown or navigation.
  2. Build one layerStart with text or one bar/sprite.
  3. Feed it live stateState should come from authoritative scores/attributes/reaction context.
  4. Add show/hide conditionsDo not leave combat HUD visible in menus/title/loading scenes.
  5. Reserve multiplayer lanesPlayer-specific overlays must never reuse shared mutable state accidentally.
  6. 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.