Village HUD and loading indicator — finishing GUI integration step 9
Applied the panel-free, text-style HUD (money, save notice, NPC name tags) and a scene-transition loading indicator as shared prefabs, finishing GUI integration step 9. The save, quest and combat mockups and cleaning up the old UI left in the scenes are still to do.
This is the last step of the GUI integration I've been doing since 172. The village HUD was still using the old money HUD and old save notice placed in each scene. The mockups are HUD B (text style) and loading A (black screen + indicator at the bottom right) from 165.
Like in 179, the village scene still had unsaved changes, so I couldn't edit the scene this time either.
Screens I built
The money display at the top right has no panel, just a dark band that fades out to the left + a blue underline + the new coin (178-2) + shadowed text "12,850 G." When the amount gets longer, it grows from the right edge.
The save notice at the top center is a band that fades out on both sides, with blue lines above and below, a blue check + "Game saved." It shows for 1.6 s and then fades out over 0.4 s. The check only appears when a save or load succeeds. Failures and info messages ("Can't be used during dialogue," F6 BGM) are text only.
NPC name tags switched from outlines to soft shadowed text, with a blue underline under the name that fades out on both sides. The distance fade (6 m) is unchanged, and the underline fades along with it. In the village I checked that saving with F5 shows the check notice and that Mia's name tag gets the shadow and underline.
During the black screen of a scene transition, three diamonds at the bottom right light up blue one after another, with "Loading." It shows briefly even on short transitions (0.35 s), like walking out of an interior. It's drawn on top of the screen fade.
Interiors like the tavern show the new money display and name tags in the same style. I captured the loading indicator while moving into the tavern, and after arriving, the new money display and name tags were showing properly.
Things I thought about
- Shared prefab again. For the same reason as 179, I left the scenes alone and made a shared HUD prefab (it survives scene changes). The scenes' old money HUD is just switched off at runtime to hide it.
- The new money display only in scenes that had the old one. It only shows in the village and interiors, not in scenes like combat that never had a money display.
- Notices and name tags go through the new HUD too. Save notices are sent to the new HUD, and the old notice isn't used anymore. The name tags in the scenes borrow the new HUD's shadow text material and underline graphic.
Next up
- Finalized mockups not applied yet: save/load (168), quests (169), combat (166). Those tabs in the menu are locked
- Connect graphics quality, connect equipment and HP to combat, save party HP/MP, new skin for the opening dialogue window
- Clean up the old dialogue box and money UI left in the scenes (after checking the village scene's unsaved changes first)


