Category
Category: Interface
9 articles in this category.
9 articles. See all categories.
- ControlsKeyboard, pointer and touch controls of the Arborwake alpha in the world maps, in the 3D Threadway and in the Places dialog.In the alpha
Hearth podiumThe outing podium by Hearth's exit - press it and squares float up in the world for the Imprint, the companions and the run records; it is not a shop and not a HUD panel.In the alpha
Icon labelsArborwake's rule for words in the interface - a short title on hover, focus or press-and-hold, and a click card with the details and an "in the brain" line.In the alpha
Inventory HUDThe town and home interface - a Stardew-style parchment inventory, the 54-icon set, the themed shop menus and the Hearth strain bar - made on the claude/hud-inventory branch.In the alpha- Places dialogThe map picker that lists Arborwake's places as picture buttons; in the alpha it walks the player toward the right exit instead of teleporting.In the alpha
- Quest scrollThe quest tracker - one narrow parchment scroll that winds open below a rolled header, with named rows, square progress pips and red and blue unread marks.In the alpha
Run HUDThe interface for turn-based rooms - goal strip, action bar, unit cards, tutorial prompt, result screen and endurance chip - made by the Run HUDs session and approved piece by piece by the user.In the alpha- Saving and save migrationHow each Arborwake build stores progress, what session.game v1 holds, and how older saves carry over after the Arborwake rename and between alpha versions.In the alpha
TypographyArborwake's two original pixel fonts - Canopy for titles and short labels, Fieldnotes for reading text - approved by the user and used across the game except in painted signs.In the alpha
A to Z#
C
- Controls In the alpha Keyboard, pointer and touch controls of the Arborwake alpha in the world maps, in the 3D Threadway and in the Places dialog.
H
- Hearth podium In the alpha The outing podium by Hearth's exit - press it and squares float up in the world for the Imprint, the companions and the run records; it is not a shop and not a HUD panel.
I
- Icon labels In the alpha Arborwake's rule for words in the interface - a short title on hover, focus or press-and-hold, and a click card with the details and an "in the brain" line.
- Inventory HUD In the alpha The town and home interface - a Stardew-style parchment inventory, the 54-icon set, the themed shop menus and the Hearth strain bar - made on the claude/hud-inventory branch.
P
- Places dialog In the alpha The map picker that lists Arborwake's places as picture buttons; in the alpha it walks the player toward the right exit instead of teleporting.
Q
- Quest scroll In the alpha The quest tracker - one narrow parchment scroll that winds open below a rolled header, with named rows, square progress pips and red and blue unread marks.
R
- Run HUD In the alpha The interface for turn-based rooms - goal strip, action bar, unit cards, tutorial prompt, result screen and endurance chip - made by the Run HUDs session and approved piece by piece by the user.
S
- Saving and save migration In the alpha How each Arborwake build stores progress, what session.game v1 holds, and how older saves carry over after the Arborwake rename and between alpha versions.
T
- Typography In the alpha Arborwake's two original pixel fonts - Canopy for titles and short labels, Fieldnotes for reading text - approved by the user and used across the game except in painted signs.