Arena
by Frogtech · version 0.1.0
A theme changes how UI Kit draws your HUD. Start from one of ours, change it, and try it in your game.
Make your own copies, test them in your game and keep them. Sign in with Steam to make your own
MatchA hero-shooter HUD in the spirit of Overwatch: abilities as white tiles in the bottom centre, health as "850 | 908" over a row of white pips with the ammo under it in the bottom right, a compact top bar with one tile colour per team, kill feed on solid team colours, white type instead of dark panels, opaque tooltips, the minimap top left. Health turns yellow and red at mid and low health, ammo yellow while reloading. Settings: the crosshair, top bar portrait size and names, and hiding the pips, clip size, key tags, item slots, or the top bar and souls until Tab or the shop is open.
MatchA green-phosphor CRT terminal over the HUD: near-black see-through plates, glowing phosphor type in a monospace terminal font (Lucida Console), thin 1px frames, square corners and no painted textures. Health is its own readout with a blocky [|||||| ] bar (amber at mid health, red at low), ammo a readout under the crosshair (amber while low or reloading), the crosshair a plain + that brackets [+] on a hit. Weapon, spirit and vitality are WPN / SPR / VIT readouts, souls and item value a framed ledger, ability and item tiles boxed cells with key tags, active abilities in inverse video, and the top bar's portraits phosphor-tinted in square brackets. Settings: phosphor colour (green, amber, cyan), glow (off, soft, strong), scanlines, CRT flicker, font, a blinking cursor, portrait colours, stat colours, phosphor item pictures and the crosshair. Replaces the game's health numbers and bar, its ammo counter and (by default) its crosshair with its own widgets.
MatchAlly against enemy, good against bad and weapon / vitality / spirit in colours colour-blind players can tell apart, across the HUD. Your side in one colour and the other side in another, whichever team you play: top bar, kill feed, chat, minimap, hero markers, the target marker and objectives. The bars over heads keep the game's colours for now. Good and bad in the palette's own pair: buffs and debuffs, stat gains and losses, movement speed, souls gained and lost, prices you can't afford, damage report changes, ammo and stamina warnings, healing and damage on the way, win and loss. Weapon, vitality and spirit in three colours picked to stay apart: core stats, Tab's stats, items, the shop, quick-buy, item tooltips, status icons, damage report. Low and mid health in the palette's warning colours with outlines as well, so no state rests on colour alone. Palettes for deuteranopia and protanopia (blue against orange), tritanopia (teal against red) and high contrast (cyan against magenta on black plates). Settings: the palette, darker plates with outlines behind HUD text, a bigger low-health warning (a glow on the screen's edges), enemy names in italics. Other themes' widgets (Arena's health and ammo, say) aren't game layouts and keep their own colours.
MatchLarger, higher-contrast text for what you read in a fight: health, ammo, souls, cooldowns and key tags, item charges, the respawn timer, the clock and scores, kill feed names, chat, names over heroes, your stats, tooltips and shop prices. It changes the size of text and the boxes it sits in, its shadows and the clip size's contrast. Text size 125 % or 150 %, and strong shadows behind text over the world.
MatchWarnings that catch the eye without covering the game: a red pulsing edge around the screen at low health (and, as an option, a faint amber one at mid health), RELOAD under the crosshair when the clip is empty and RELOADING while the gun reloads, and as an option a small clip bar under it that turns amber below a quarter of the clip. Adds widgets only; hides and replaces nothing, and works over any theme.
An add-on runs next to whichever theme is on, or the game's own HUD. Make your copy, switch it on under My game, then Test in game.
MatchHealth as squares, one per 100 health over every hero's and big unit's head (ten to a row, up to five rows, the bar's effects as strips: health just lost, damage and healing on the way, shields), and on your own HUD a row of squares, one per 50 health, white, turning amber at mid health and red at low health. How much health a square stands for, the rows, the size, the gaps, the effects and heroes only can be changed in game in UI Kit's panel. An add-on: it runs next to whichever theme is on (or the game's own HUD) and is switched on or off in UI Kit's panel. On your HUD it hides and replaces nothing.
Themes players published, and ours. Open one to see it in a match, use it in your game or make a copy to change.
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