fix: expose incomplete UI coverage honestly

This commit is contained in:
2026-08-10 21:37:24 +08:00
parent 88bdf8fbf3
commit ac0dec2584
7 changed files with 180 additions and 60 deletions
+16 -8
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@@ -11,7 +11,8 @@ The prototype must let the owner decide whether:
1. the landscape 2D hand-drawn direction fits the intended game;
2. the player can recognize Guild, company, route, battle, diagnosis, reward,
restoration, records, and settings without a card-wall interface;
3. the 82-screen inventory and eight chapters appear complete;
3. the 82-screen requirement inventory and eight chapters are present, while
unfinished UI is labeled as unfinished rather than presented as complete;
4. formation, telegraph, Directive, Cache, Anchor, Strain, profession, and item
concepts are sufficiently visible to proceed to a dynamic vertical slice;
5. any page family or chapter direction should be redesigned before runtime
@@ -66,9 +67,11 @@ Every screen entry shows:
- previous/next page actions plus direct selection from the left list;
- a full-size viewing mode without cropping the game canvas.
The mockup renderer uses the canonical shell for the selected prefix and adds
page-specific state. Core flow pages receive more detailed compositions. The
prototype must not imply that all 82 pages have final bespoke raster art.
Owner review on 2026-08-10 rejected the shared-template result as
incomprehensible. The coverage audit found `1` dedicated page, `40` shared
family mockups, and `41` pages without an individual UI composition. A shared
template is not a completed page. Until this gap is closed, the HTML may expose
requirements and coverage but must not call itself a complete UI prototype.
## 4. Compressed Click Path
@@ -90,8 +93,10 @@ Title SYS-004
-> Guild transformed GLD-001
```
This proves navigation and information hierarchy only. It does not simulate
combat formulas, persistence, pacing, audio, touch feel, or fun.
This currently proves only the required node order. It does not yet prove
navigation comprehension or information hierarchy because several core nodes
still lack their own page design. It also does not simulate combat formulas,
persistence, pacing, audio, touch feel, or fun.
## 5. Visual Assets In This Prototype
@@ -121,6 +126,9 @@ legible and do not depend on generated text.
## 7. Prototype Acceptance
- [x] All 82 screen IDs appear exactly once in the screen selector.
- [x] Coverage is reported truthfully as 1 dedicated / 40 family / 41 missing.
- [ ] All 82 requirements have page-specific, player-readable UI compositions.
- [ ] All 17 core-flow nodes have dedicated UI and pass owner comprehension.
- [x] All eight chapters and 24 chapter screen families are represented.
- [x] Content indexes show 30/36/100/320/48/20 exact counts.
- [x] Core click path reaches restoration without a dead control.
@@ -129,5 +137,5 @@ legible and do not depend on generated text.
- [x] Generated concepts remain labeled honestly and carry task provenance.
- [x] Local links, image paths, JSON, browser verification, Gallery publication,
and Gallery health/share checks pass.
- [x] Owner visual, comprehension, fun, audio, device, and release gates remain
explicitly open.
- [x] Owner comprehension failed on the generic screen presentation; visual,
fun, audio, device, and release gates remain explicitly open.