headway:gamedev/asset-whisper-wine · AB1 · crates/polyadvent/art/concept/interface/

The interface's two looks

Today's HUD is a health bar, three grey squares and two lettered buttons. Ten concept takes now draw the interface it grows into (player and target frames, a twelve-slot action bar, the cast bar, the bag and character buttons, and the spellbook), each over the game's own frame, five in the crews' look and five in Old Crown. The chain's default is the crews' long bar, crews-hud-2.

10 takes2 looks × (3 HUD + 2 spellbook) ~20 s a take8 cards blocked on thiscommit b86fa0d9dc31
Today's frame: a health bar top left, three small squares at the foot, C and B buttons in the corners.
Now. The game's frame, --shot fen-outpost 30. Every take was drawn over this one.
crews-hud-2: oak-and-brass frames top left, a long dark oak bar across the bottom with twelve keyed slots, bag and character buttons at its right end.
The default. crews-hud-2: the only take with all twelve slots, keyed 1 to 0, - and =, on one bar with the buttons.

Eight cards wait on one chrome

The action bar (AB5) and the restyled HUD (AB11) build toward this pick. The minimap (NV2), the quest log (QJ1), the talent window (CL5), the creation screen (CC2), the spellbook (AB7) and the companion's bar (HN7) take its frame, border, slot and window title. One look settled before them is one look on screen, not six.

The HUD is the player's, and the player is one of the crews (canon/peoples.md#the-crews), so the crews' look is the default unless the takes argue otherwise. They did not: Old Crown's blue and gold read well too, but they are the realm's colours, which the player does not wear.

old-crown-hud-2: the same long bar in deep blue and gold with banner end caps.
Old Crown's long bar, the runner-up: twelve slots, blue banner caps, a crest under each frame.
crews-spellbook-1: a two-page parchment spellbook listing spells with ranks, school tabs down the edge, a Frostbolt tooltip.
The spellbook default, crews-spellbook-1: names and ranks in a list, and a tooltip with cost, cast time and range.

How a take is put together

PROMPT = SUBJECT + STYLE + SUFFIX subjects linehud-1..3, spellbook-1..2"draw no buildings" styles/crews.txt (new)oak, brass, leather, parchmentor styles/old-crown.txt suffix-ui.txt (new)flat panels, 5×7 font,icons ≤ 64 px, no gradients frame.pngthe game's frame, the reference gen.py/images/edits crews-hud-2.pngone take, 1824×1024 run.sh … crews suffix-ui4th argument picksthe suffix (new)
Two new files and one argument. suffix.txt is written for buildings ("at building scale"), so run.sh now takes the suffix as its fourth argument. The crews' canon entry names crews.txt, which tests/canon.rs requires of any style a subject cites.

The sea came out of the style

The card's brief said "sea-chart parchment", and the first crews spellbook drew a ship and a compass rose on its pages. jb55 has said the pirate figure and island are placeholders and the game is fantasy, not the sea, so the style now names plain parchment and rules out ships, anchors, rope knots, compass roses and charts. All five crews takes were redrawn with it; the first run is not in the tree.

The first run's crews spellbook, with a ship and compass rose drawn on its right page.
First run, dropped. The ship and the compass rose are on the right-hand page.

What the pictures get wrong, and what was not checked