Plastic hexes, expand/attack hover preview, contextual HUD - #10
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I want a first visual identity we can actually evaluate: saturated glossy hexes and a matching HUD, not the muted test graybox. Hovering expand or attack now shows participating perimeters, 11/10/9 weights, committed Share, and inland-zero before the click, without changing dispatch. The 52px strip mode-switches so idle is C + click until Share, T, X, or B actually apply. Co-authored-by: Diego Carlino <devteapot@users.noreply.github.com>
The live pointer was overwriting the staged cell, so the attack scene looked like a random unclaimed hover. Forced hover plus a camera look-at keeps the fixture frames on the frontier the HUD is describing. Co-authored-by: Diego Carlino <devteapot@users.noreply.github.com>
Idle, expand-hover, and attack-hover belong in docs/playtests/screenshots/ so the PR can render the plastic look and hover HUD from github.com. Co-authored-by: Diego Carlino <devteapot@users.noreply.github.com>
The generic S-plural turned HEX into HEXS. Same suffix on reshape and staged-target copy; CELL/FRONT/ORDER still take S. Co-authored-by: Diego Carlino <devteapot@users.noreply.github.com>
The summary was repeating C cluster next to the hint column. Idle is now click on the left and C cluster once on the right. Recaptured idle and attack-hover so HEXES and the strip match what Designer will review. Co-authored-by: Diego Carlino <devteapot@users.noreply.github.com>
HEX_RADIUS * 0.16 on the mesh ring and the overlay outlines. Cloudy at the corners, still a hex — hover and selection follow the same radius instead of sitting on the old points. Co-authored-by: Diego Carlino <devteapot@users.noreply.github.com>
HEX_RADIUS * 0.06 from the flat top down onto the sides, smaller than the plan fillet so the column still reads as a step. The base stays the elevation cut — I am not rounding that. Co-authored-by: Diego Carlino <devteapot@users.noreply.github.com>
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First visual identity pass plus the Game Designer / HUD holes, in one PR. No new mechanic, no sub-cluster surgery, no retask, no economy/fog/bots/production art pipeline.
Visual identity
Move the offline fixture off the muted graybox test look. Hexes are flat, saturated, and plastic/glossy (Fall Guys-adjacent). Lighting, sky, HUD panels, lobby, and overlays follow so the chrome is not left in the old gray.
Vertices are filleted at
HEX_RADIUS * 0.16on the terrain mesh and overlay rings — cloudy at the corners, still a hex. The top-to-side lip is a smaller fillet atHEX_RADIUS * 0.06so the column still reads as a step; the bottom stays the elevation cut.This is a first pass to evaluate, not a production art pipeline.
Hover-before-click (presentation only)
Cluster click still fires every eligible perimeter; inland still contributes 0. The click is still a focus, not a destination.
Before that click:
Contextual 52px strip
Idle no longer dumps
C/ Share /B/T/Xin one muted line.C+ click only, once (click copy on the left,C clusterin the hint column)[]only on a valid expand/attack hover (and existing ready modes)Tonly when one complete cluster has inland free infantryXonly with live orders intersecting the selectionBonly with two strategic frontsDocs
docs/cluster-controls.mdfirst, thendocs/v1-ui-direction.md,docs/v1-ui-brief.md, and playtest notes for 2026-08-26.Offline fixture captures for this PR live at
docs/playtests/screenshots/(idle.png,expand-hover.png,attack-hover.png). Recaptured after the vertex fillet and the top-to-side lip.How to look
Select a cluster (
C), hover unclaimed ground, then hover an enemy. Idle HUD should stayC+ click until those hovers/hints apply.Offline screenshot scenes (native):
Tests
cargo test -p game-client— hover preview payload, contextual strip copy, saturated palette, 11/10/9 overlay colors, fillet radius / still-a-hex outline, top lip vs elevation base. Native + wasm clippy clean for this crate.Screenshots above are from the offline fixture via lavapipe (no hardware GPU in this environment).