Server-authoritative slots+weight inventory, a 9-slot hotbar (keys 1-9),
equipment slots, and a restyleable tabbed menu (functional Inventory +
Character Sheet; Codex/Achievements/Quests scaffolded), built the engine's
way: authored ScreenGui templates + attribute-discovering binders, with a
zero-setup fallback.
- Drag-and-drop is driven by a per-frame cursor poll (immune to the grid
ScrollingFrame that swallows InputChanged) with GUI-inset-corrected drop
hit-testing so releases land on the actual slot.
- Menu key defaults to Tab; the engine frees it by disabling the CoreGui
player roster (ReclaimCoreKeys) and moves the chat to bottom-left so it
clears the top-left HUD (Chat config). Toggle ignores focused TextBoxes.
- Consumables apply onConsume via the stat-effects layer + fire item:use;
gather yields flow into the inventory; pickups auto-pin to the hotbar.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Owner relaxed the asset side of the content-free rule — assets in this repo are
free to use — so the engine now ships its generated HUD icons as defaults instead
of leaving blank slots. Two wins: the HUD is iconed out of the box, and the icons
render in Studio's EDIT view (no Play needed), so you can author/tune the HUD and
see the real thing — or edit it straight from the Explorer.
- StatDefs.luau: each of the 7 stats carries an `icon` default. Putting it here
(not as a per-bar HUD attribute) keeps the admin-panel/config override working —
a per-bar attribute would shadow it. resolveIcon: per-bar attr > config/def.icon
(now the shipped id) > Assets > "".
- assets/hud/SurvivalHud.model.json: bake each bar's child `Icon` ImageLabel
(Image + Visible=true) so it shows in edit mode; the Credits counter (no StatDefs
entry) also gets a per-bar `Icon` attribute to drive its runtime resolution.
- Retire demo/client/HudIcons.client.luau (+ its demo.project.json mount): the
runtime icon-assigning script is now redundant.
- Relax the docs/PR-template "content-free" wording to "design-free": free default
ART may ship (overridable per stat); game-specific DESIGN (items/recipes/lore)
still never ships. Updated design-language, survival-stats, CONTRIBUTING.
- CHANGELOG: record default icons + add the missing admin-plugin entry; note CI
now builds all three Rojo targets.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The binder now re-renders a bar/counter the moment its `Icon` attribute is set, so
a game can assign art at runtime — the engine still ships zero asset ids. The demo
ships an example flat icon set (8 game-agnostic glyphs generated via 3D AI Studio /
Gemini 3 Pro, background keyed to transparent, trimmed): a client script assigns
them to the HUD bars + the credits coin. Source PNGs archived under demo/assets/icons.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Server tick (src/systems/SurvivalStats) simulates per-stat drain/regen stored as
Player Attributes, which auto-replicate so the client HUD (src/client/Hud) binds
reactively via GetAttributeChangedSignal — no RemoteEvents. Stats are defined in
src/stats/StatDefs and resolved through three layers (defaults < Config.override <
a Studio SurvivalStatsConfig instance) by src/stats/StatConfig, so owners retune
rates with no code.
The HUD is a real, designer-editable ScreenGui in StarterGui, authored as
diff-friendly JSON (assets/hud/SurvivalHud.model.json); bars bind by a `Stat`
attribute + a `Fill` child, so re-texturing needs zero code. It ships for every
distribution: the demo/Rojo source mount it, the drop-in .rbxm bundles it under a
Templates folder and start()/installHud() deploys it, and HudFallback guarantees a
HUD always appears. Adds the engine's first client layer (startClient()).
Allow committing *.rbxmx/model templates (.gitignore) and skip the CI-fetched
globalTypes.d.luau in selene.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Foundation (Config/Assets/EventBridge/Hooks/Registry), content registry family, creator-owned component layer + Gatherable example, runnable demo place, Rojo/Wally/Rokit config, and release CI.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>