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Scroll snapping, state queries, monster hunter, and gamification

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In this (long) part of the customizable select series, it’s all about gamification. In this article, I’d like to highlight one of my demos, where I aimed to recreate a piece of UI found in the Monster Hunter games. To re-create this behavior, I had to think in terms of keyboard navigation first. This demo requires quite a lot of CSS, as well as some scripting, and in the end, I do want to highlight some accessibility concerns. This is an experiment on how far we can take it when styling select elements.

This is a long one… and I still wasn’t able to cover everything. So I can understand if you want to jump to some sections.

For those that just want to play around with it, here is that final result already 😉

The idea: Monster Hunter games

I am a big fan of the Monster Hunter games, with “Monster Hunter Wilds” being the last in the series. I started this demo while waiting for that last entry to be released, so visually it has more of a Monster Hunter Wold vibe (the previous version). If you are clueless about what I’m going on about, here is a video that shows the UI in the game:

I also added a little screenshot for easy reference:

Where we left off…

In the previous parts, we’ve covered basic styling, radial positioning, and sticky options. This time, we’re going horizontal and focusing on keystrokes and making it draggable. It’s a different idea, but I think the result turned out really cool. It’s quite a long demo so I won’t be going over every border or style in detail. Instead, I’d like to highlight a few parts on how this actually works.

Setting up our HTML

Let’s start with the structure. It’s a bit more complex than our previous demos because we need scroll arrows and an extra frame, more about those later on.

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