SuperAPI AI Directory

roblox-game-ui

Design & creation

View repository

Updated 10-16 14:37

About this skill

Roblox Game Interface

Make the interface readable, operable, and consistent with server-authoritative state on target devices. Before starting, read the player flow, DataModel structure, asset registry, andStudio Plugin RoutingandControl Model。

All visible UI work items follow theResponsive UI ContractMaintain visualContractRef; when visual baselines and manual screen acceptance are needed, also comply with theVisual Workflow. The contract records the actual safe area, viewport, language, input, and semantic node relationships; platform-wide adaptation cannot be inferred from a screenshot or a single size.

Responsibilities and Inputs

  • First inspect StarterGui, ScreenGui, existing UI modules, input actions, text localization, and design specs; reuse existing components.
  • Keep pure presentation and input collection on the client; actions involving items, purchases, rewards, or settings server state must go through Remote requests and be validated by the server.
  • Define opening, closing, focus, pause/resume, and restoration behavior for the HUD and modal layers separately.
  • Hand key layout decisions or player-visible copy with substantial trade-offs to the designer; mark inaccessible or unauthorized assets as blockers.
  • When layout, input scope, or acceptance goals genuinely require key user trade-offs,Interrogation Skillrecords them uniformly, to avoid turning queryable Studio properties into user questions.
  • Authoritative gameplay requests triggered by the interface comply with the Gameplay Development contract; animation and feedback follow the lifecycle rules of juice .

Implementation Steps

  1. Break the screen into stable components, recording hierarchy, anchors, size constraints, states, button semantics, and close paths.
  2. Configure ScreenGui layout for safe area and system UI avoidance; place key interactive content within the safe display area, and only background decoration may extend to the edges.
  3. Define reachable paths, focus feedback, cancel actions, and mis-touch tolerance separately for touch, keyboard/mouse, and gamepad navigation; only cover approved platforms.
  4. Text is presented through localization tables and real runtime data; cover long and short text, missing translations, font fallback, line wrapping, number/timer changes, and accessibility names for text-free icons.
  5. The client displays waiting, success, rejection, loading, and timeout states of server state; do not rely on color alone to convey results.
  6. When opening and closing the interface, save and restore focus, input mode, and the state of layers temporarily obscured; reset invalid bindings when Player/Character changes.
  7. Check for state leaks and duplicate listeners with multiple open/close cycles, rapid repeated clicks, disconnect/reconnect, and small-screen layout paths.
  8. Input and layout scenarios handed off to QA should be recorded per QA and Performance evidence requirements.

Delivery and Verification

  • Deliver ScreenGui paths, component/state diagrams, layout constraints, localization keys, input mappings, Remote requests, and server responses.
  • Use Studio plugins to inspect the actual instance tree and scripts; collect interaction evidence through authorized Studio run flows.
  • Performance and compatibility conclusions are recorded based on the actual tested device/simulator; a single screenshot cannot prove that input and dynamic layout pass.
  • If visual confirmation is needed, provide screenshots and inspection points, and the user will manually inspect the display effect; do not automatically analyze screenshots or determine visual pass on the user's behalf.

Do not let local buttons directly change authoritative progress or purchase results. Do not describe a layout verified on only one screen size as adapted to all devices.

Interaction state checks

  • The primary button must present the necessary states such as available, pressed, waiting, disabled, success, and failure.
  • Operation results must be understandable by screen readers and non-color cues; icon buttons should have meaningful text names.
  • Text input must define length, submission, cancellation, focus loss, soft keyboard occlusion, and untrusted content display policies.
  • After menu switching and modal layer closing, restore player input or focus, and do not mistakenly pass shortcuts into the game world.
  • Gamepad operation should be able to enter every key control and clearly display the current focus.
  • When the player leaves, respawns, or the interface is destroyed, disconnect button listeners and state subscriptions to avoid duplicate binding.
  • Dynamic numbers and prices come from server state; the button prompt in the purchase flow cannot replace server-side receipt confirmation.
  • Localization validation uses real translations and representative long text, recording text truncation, line wrapping, and layout shift.
  • New interfaces need to mark their language keys, screen orientation, input methods, and overlay layer hierarchy to facilitate QA re-verification.