hud-feedback
HUD Feedback
This skill owns player-facing state communication, not the underlying gameplay state or thresholds.
Modes
| Mode | Information density |
|---|---|
| minimal | only project-defined critical state |
| combat-full | combat/resource/status state needed during action |
| sim-dials | denser simulation/management state |
Each HUD element names the authoritative source field/event and presentation priority. Thresholds such as low health, durability warning, ammo, heat or timer boundaries come from their owner (durability-economy, combat/resource systems, etc.); this skill does not hardcode them.
When an action fails, show an authored reason when useful: unavailable resource, cooldown, invalid target, blocked interaction, or another project state. Do not infer logic from animation alone.
Critical information is not encoded by color/hue alone when another distinguishable channel is required; use shape, icon, text, pattern, position, audio/haptic or another project-appropriate alternative. a11y-controls owns user preferences; ui-hud-focus owns interactive focus.