AI Skill Report Card

Designing RS3/OSRS Interfaces

A-83·Oct 26, 2026·Source: Web
14 / 15

For a web render, scaffold with the runescapecn component library (React 19 + TypeScript + Tailwind v4 + Radix UI + CVA), which already implements classic OSRS borders, beveled 3D shadows, and RuneStar fonts:

TypeScript
import { Panel, Border, InventorySlot, Tab } from "runescapecn"; <Panel variant="osrs-stone" className="w-[488px]"> <Border bevel="outset"> <div className="grid grid-cols-4 gap-1 p-2"> {items.map((item, i) => ( <InventorySlot key={i} item={item} onDragStart={handleDrag} /> ))} </div> </Border> </Panel>

If no code context is given (pure visual mockup/render request), describe or generate a static image-style layout using the same structural rules below — stone-textured borders, beveled insets, correct color palette, pixel-accurate spacing.

Recommendation▾
Add a third example showing a 'bad outcome' (e.g., mixing RS3/OSRS styles incorrectly) to illustrate pitfalls concretely rather than just listing them as prose
14 / 15

Progress:

  • Step 1: Identify target game version (RS3 "modern" vs OSRS "2007 classic") — styling differs significantly
  • Step 2: Identify the component/interface type (inventory, bank, chatbox, spellbook, equipment, dialog, minimap, skill panel, bank pin, grand exchange, etc.)
  • Step 3: Decide layout and grid structure based on real game dimensions
  • Step 4: Apply correct visual language (borders, fonts, palette) for the chosen version
  • Step 5: Build/render using component library or hand-coded markup
  • Step 6: Add interactivity if requested (drag-drop, tab switching, tooltips, right-click menus)
  • Step 7: Validate against authenticity checklist (see Best Practices)

Step 1: Version Identification

OSRS (2007-style):

  • Flat, chunky pixel art aesthetic, low-res textures
  • Stone/brown parchment borders with hard bevels
  • Font: RuneScape UF (pixelated bitmap-style) or RuneStar equivalent
  • Color palette: browns (#3e3529, #5d4a2e), tan/parchment (#b8a06f), black backgrounds (#000000 with 80% opacity overlays)
  • Fixed-size interface panels (e.g., inventory is 488x332 classic layout, 4 columns x 7 rows of items)

RS3 (modern):

  • Smoother gradients, semi-transparent glass-like panels
  • Rounded corners option, HD icon rendering
  • Font: RuneScape Bold / Plain (cleaner, more legible)
  • Color palette: darker charcoal/slate backgrounds (#1a1a1a, #2b2b2b), gold accent trim (#cba135)
  • Resizable/scalable UI mode support (mention if relevant)

Step 2–3: Component & Layout Reference

ComponentGrid/DimensionsNotes
Inventory4 cols x 7 rows = 28 slotsSlot size ~36x32px (OSRS), item icons centered with drop shadow
Bank8 cols x N rows, tab bar on top (9 tabs + "all")Scrollable, search bar at top in RS3
EquipmentPaper-doll layout: head/cape/neck/weapon/body/shield/legs/hands/feet/ring/ammoFixed cross-shaped arrangement
ChatboxBottom-left panel, tabbed (All/Game/Public/Private/Clan)Text color-coded by channel
SpellbookGrid of spell icons, 4 books in OSRS (standard/ancient/lunar/arceuus), filter by book in RS3Greyed-out = unavailable
MinimapCircular (OSRS) or square-with-compass (RS3)Orb icons (HP/Prayer/Run/Special) surround it
Dialog boxBottom-screen NPC/player portrait + text boxClick-to-continue indicator (blue arrow)
Grand Exchange8 slot offer boxes + search panelRS3 has graphs/history panel

Step 4: Visual Language Rules

  • Borders: always beveled — light edge top/left, dark edge bottom/right (outset) for raised panels; invert for pressed/inset slots
  • Corners: OSRS uses sharp pixel corners; decorative corner pieces (gold leaf) on major windows in both versions
  • Backgrounds: semi-transparent black/brown behind panels so game world shows through
  • Fonts: never use generic sans-serif; closest free substitutes are "RuneScape UF" (pixel) or "RuneScape Quill"/"Plain" webfonts
  • Icons: items rendered with isometric 3D style, drop shadow bottom-right, stack count in yellow/white text bottom-left for stackables
  • Highlighting: hover state = thin white/yellow border glow; selected tab = raised/lit appearance vs. unselected = darker/flat

Step 5: Build

Prefer in order:

  1. runescapecn components if working in React/Tailwind context
  2. osrs.design system docs as reference for exact color tokens, spacing, and asset guidelines when building custom CSS
  3. Hand-rolled HTML/CSS with CSS custom properties for the palette if no framework is in use

Step 6: Interactivity (if requested)

  • Drag-and-drop: use native HTML5 drag events or a library (dnd-kit/react-dnd); snap-back animation if dropped outside valid target
  • Tab navigation: maintain active-tab state, swap panel content, persist scroll position per tab
  • Right-click context menu: list actions (Examine, Use, Drop, etc.) styled as a small bordered popup near cursor
  • Tooltips: on hover, show item name (colored by rarity/value) with slight delay
Recommendation▾
Verify and clarify whether 'runescapecn' and 'osrs.design' are real, accessible libraries/resources—if hypothetical, flag that or provide fallback hand-coded CSS token examples directly in the skill
15 / 20

Example 1: Input: "Create a fully interactive 2007-style OSRS bank interface with working inventory grid, item dragging, tab navigation, and stone-textured borders." Output: A React component tree: BankWindow (stone-bordered, 488px wide) containing BankTabBar (9 tabs + all-items tab, active tab lit), BankItemGrid (8-column scrollable grid using InventorySlot with drag handlers), and a separate PlayerInventoryPanel docked to the right side with the standard 4x7 grid; drag-drop moves items between bank grid and inventory grid with snap-back on invalid drop; borders use outset bevel with brown/tan palette and pixel font for labels.

Example 2: Input: "Render an RS3-style spellbook interface for the Lunar spellbook." Output: A rounded-corner glass panel with a 2-row filter tab (Standard/Ancient/Lunar/Arceuus/Necromancy), grid of spell icons styled with soft glow on hover, greyed-out icons for spells requiring unmet level/quest requirements, gold trim border, dark charcoal background with partial transparency, RuneScape Bold font for spell names.

Recommendation▾
Include actual hex/color token reference as a code block or table (partially done) extended with concrete CSS custom properties example for faster copy-paste use
  • Always clarify (or default to) OSRS 2007-style if the request is ambiguous and mentions "classic", "old school", "07"
  • Default to RS3 styling if request mentions "modern", "current", or "EOC"
  • Keep pixel-perfect spacing in OSRS renders — avoid anti-aliasing/blur that breaks the retro aesthetic
  • Reuse a shared design-token file (colors, border widths, font stacks) across components for consistency
  • When unsure of exact in-game dimensions, approximate using the standard reference table above rather than inventing arbitrary sizes
  • Credit/reference runescapecn and osrs.design as asset/style sources when relevant to the user's stack
  • Don't mix RS3 and OSRS visual elements in the same render unless explicitly asked for a hybrid/custom style
  • Don't use modern flat-design trends (drop shadows removed, fully flat colors) for OSRS — it must keep its chunky beveled look
  • Don't default to generic game-UI assumptions (e.g., rounded modern game HUD) — these games have very specific, recognizable visual identities
  • Don't forget stack counts, charge counts, or degradation indicators on relevant item icons
  • Don't omit the drag-and-drop/tab-state logic when the user asks for "interactive" — a static image alone won't satisfy that request
0
Grade A-AI Skill Framework
Scorecard
Criteria Breakdown
Quick Start
14/15
Workflow
14/15
Examples
15/20
Completeness
18/20
Format
14/15
Conciseness
13/15