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Visual Style Guide

@jwmyers/vui-vux-plugins
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This skill should be used when the user asks about "colors", "hex codes", "path colors", "tile background", "rendering order", "sorting order", "token design", "SVG styling", "stroke width", "line cap", "grid lines", "glow effect", "visual style", or discusses Zero-Day Attack visual design and styling.

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SKILL.md

name Visual Style Guide
description This skill should be used when the user asks about "colors", "hex codes", "path colors", "tile background", "rendering order", "sorting order", "token design", "SVG styling", "stroke width", "line cap", "grid lines", "glow effect", "visual style", or discusses Zero-Day Attack visual design and styling.
version 0.1.0

Visual Style Guide

Expert knowledge of Zero-Day Attack visual design, color palette, rendering specifications, and SVG styling conventions.

Color Palette

Background Elements

Element Hex RGB Description
Tile Background #151820 (21, 24, 32) Very dark blue-gray
Grid Lines #222630 (34, 38, 48) Slightly lighter (50% opacity)
Board Background #0D0F14 (13, 15, 20) Darkest blue-gray

Path Colors

Color Hex RGB Purpose
Red #FF2244 (255, 34, 68) Red player paths
Blue #44BBFF (68, 187, 255) Blue player paths
Purple #BB88FF (187, 136, 255) Shared paths

Color Accessibility

Colors tested for color vision deficiencies:

  • High contrast between paths and background
  • Red appears brownish but distinct in colorblind view
  • Blue remains clearly visible
  • Purple maintains unique identity

Path Specifications

SVG Path Attributes

<path d="M [start] C [control1], [control2], [end]"
      fill="none"
      stroke="#FF2244"
      stroke-width="8"
      stroke-linecap="butt"/>
Attribute Value Purpose
fill none Paths are stroked, not filled
stroke (color hex) Path color
stroke-width 8 Path thickness in SVG units
stroke-linecap butt Square end caps

Path Connections

  • Paths connect at edge midpoints (100 units from corners on 200×200 tile)
  • Curved paths use bezier curves with consistent radius
  • Paths do NOT connect where they visually cross (gap indicates underpass)

Grid Line Styling

Cyberpunk Glow Effect

Two-layer rendering:

// Glow layer (sorting order 1)
Color glowColor = new Color(0.73f, 0.53f, 1f, 0.3f);  // #BB88FF @ 30%
float glowWidth = 0.2f;

// Core layer (sorting order 2)
Color coreColor = new Color(0.73f, 0.53f, 1f, 0.9f);  // #BB88FF @ 90%
float coreWidth = 0.08f;

Grid Structure

  • 5×5 grid with 40-unit spacing in SVG terms
  • Lines rendered at 50% opacity
  • Reserve zone boundaries: Blue on left, Red on right

Token Design

Attack Token

Design: Filled target
- Three concentric circles (solid fill)
- Cross pattern overlay
- Player color fill

Exploit Token

Design: Hollow rings
- Two concentric circles (outline only)
- Faint crosshair overlay
- Player color stroke

Ghost Token

Design: Gradient opacity
- Four concentric circles
- Graduated opacity: 30%, 50%, 70%, 100%
- Player color with transparency

Token Dimensions

Attribute Value
SVG viewBox 80×80 units
World Size 0.4 units (20% of tile)
Texture Size 40 pixels (at 100 PPU)

Rendering Order (Sorting Layers)

Higher sorting order = renders in front.

Layer Order Content Component
Background -10 Board color BackgroundRenderer
Tiles 0 Tile sprites TileView
Grid Glow 1 Wide purple lines GridOverlayRenderer
Grid Core 2 Thin purple lines GridOverlayRenderer
Reserve Lines 1 Zone boundaries GridOverlayRenderer
Edge Nodes 3 Connection indicators (future)
UI Canvas Text, scores Unity UI

Critical: Grid Above Tiles

Grid sorting order MUST be higher than tiles:

  • Tiles: 0
  • Grid Glow: 1
  • Grid Core: 2

If grid order is lower, tiles cover the grid lines.

Board Layout Visual

┌─────────────────────────────────────┐
│  BLUE (#44BBFF border)              │
├─────────────────────────────────────┤
│                                     │
│      PLAYABLE GRID                  │
│      (#BB88FF purple borders)       │
│                                     │
├─────────────────────────────────────┤
│  RED (#FF2244 border)               │
└─────────────────────────────────────┘

SVG Technical Specifications

Tile Template

<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 200 200">
  <!-- Background -->
  <rect width="200" height="200" fill="#151820"/>

  <!-- Grid (40-unit spacing, 50% opacity) -->
  <path d="M 0 40 L 200 40 M 0 80 L 200 80 M 0 120 L 200 120 M 0 160 L 200 160"
        stroke="#222630" stroke-width="1" opacity="0.5"/>
  <path d="M 40 0 L 40 200 M 80 0 L 80 200 M 120 0 L 120 200 M 160 0 L 160 200"
        stroke="#222630" stroke-width="1" opacity="0.5"/>

  <!-- Paths -->
  <path d="M 100 0 C 100 50, 150 100, 200 100"
        fill="none" stroke="#FF2244" stroke-width="8" stroke-linecap="butt"/>
</svg>

Edge Node Positions (200×200 viewBox)

Node Position
Top (100, 0)
Right (200, 100)
Bottom (100, 200)
Left (0, 100)

Path Types

Quarter-curve (adjacent nodes):

<!-- Left to Top -->
<path d="M 0 100 C 50 100, 100 50, 100 0" .../>

Straight line (opposite nodes):

<!-- Left to Right -->
<path d="M 0 100 L 200 100" .../>

Unity Color Usage

In C# Code

// Background
Color boardBackground = new Color(0.05f, 0.06f, 0.08f);  // #0D0F14
Color tileBackground = new Color(0.08f, 0.09f, 0.13f);   // #151820

// Paths
Color redPath = new Color(1f, 0.13f, 0.27f);             // #FF2244
Color bluePath = new Color(0.27f, 0.73f, 1f);            // #44BBFF
Color purplePath = new Color(0.73f, 0.53f, 1f);          // #BB88FF

// Grid
Color gridLine = new Color(0.13f, 0.15f, 0.19f, 0.5f);   // #222630 @ 50%

In Inspector

Enter hex values directly: #FF2244, #44BBFF, etc.

Consistency Rules

  1. Path width: Always 8 SVG units
  2. Line cap: Always "butt"
  3. Grid opacity: Always 50%
  4. Grid spacing: Always 40 SVG units
  5. Token size: Always 20% of tile size

Additional Resources

Reference Files

For complete visual specifications:

  • Documentation/game-visual-style-guide.md - Full style guide
  • Documentation/tile-style-guide.svg - Visual reference with examples
  • Assets/Tiles/ - Reference existing tile SVGs
  • Assets/Tokens/ - Reference existing token SVGs