Main Goal
Introduce server-driven UI rendering that allows servers to dynamically define HUD and interface elements, control their visibility conditions, modify default components, and provide interactive elements such as buttons.
Why It’s Effective and Useful
This feature removes the need for client-side mods and ensures consistent UX across all players.
It also eliminates existing workarounds such as hidden boss bars, fake progress bars, and UI tricks based on transparent glyphs.
Direct server control enables stable, precise, real-time UI integration with gameplay logic.
Usage Examples
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Minigame Servers: A matchmaking panel showing search time, average queue time, and an interactive “Cancel Search” button managed entirely by the server.
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RPG Servers: Replacing heart icons with a scalable health bar suitable for HP values far above 50, improving readability and overall player experience.
Proposed Technical Architecture
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Declarative UI Packet: The server sends UI structure, styling, behavior rules, and visibility conditions.
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Client UI Renderer: A subsystem that interprets server definitions, integrates them into the HUD, and supports interaction events.
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Condition Model: Trigger rules that determine when UI elements appear (game mode, open screens, player state, etc.).
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HUD Composition Layer: Ability to hide or replace default HUD parts, stack custom layers, and update them in real time without resource reloads.
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