142 lines
7.2 KiB
Markdown
142 lines
7.2 KiB
Markdown
# Phase 6 Formal UI Direction
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Date: 2026-08-12
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Status: `FORMAL_UI_MASTERS_OWNER_REVIEW_OPEN`
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Product baseline: `b13a026e52cfb1b1bade77c658eba1302745cf6e`
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## Purpose
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Phase 6 turns the verified interaction prototype into a production-facing visual
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system before engine development. Batch 01 is a direction gate, not final art.
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It contains four review images:
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1. live automatic battle;
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2. integrated Market;
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3. Party Line and equipment planning; and
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4. generated-Recruit, enemy, equipment and UI-component language.
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The battle is reviewed first because it must communicate the product fantasy in
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three seconds. Market and Party Line then prove that repeated planning decisions
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belong to the same game. The element board proves that the direction can expand
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beyond one attractive screenshot.
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## Visual Identity
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**A practical Japanese hand-drawn fantasy guild assembles a changing line of
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ordinary adventurers at the edge of a bright, unstable world.**
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- World and actors occupy the main surface; UI attaches to field ledgers,
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enamel plates, canvas straps, tool rails and screen edges.
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- Recruits are generated, replaceable run participants. No figure is presented
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as a permanent protagonist or narrative lead.
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- Actors use mature five-and-a-half to six-head proportions, readable tools,
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strong profession silhouettes and restrained cel shading over painted space.
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- Materials combine chalk-white ceramic, charcoal ink, repaired canvas,
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weathered brass, enamel color plates and mineral pigments.
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- The semantic palette is multihue: paper white, charcoal, aether cyan, repair
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gold, danger coral, safe green and focus cobalt. Region art may add local
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colors but cannot replace semantic state cues.
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- UI corners remain square or lightly rounded. Repeated offers and inventory
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cells may be bounded; the screen must never become a nested card wall.
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- Text, numbers and final icons remain engine-rendered. Generated direction
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images may show text-safe rails and blank label lines, but their pseudo-text
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is not product copy or implementation authority.
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## Batch 01 Focal Contracts
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| Asset | First read | Second read | Third read |
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| `UI06-01` Battle | imminent enemy event and affected front Recruit | one ordered Company line and profession actions | objective plus pause/speed/inspect edge tools |
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| `UI06-02` Market | three materially different Recruit offers | current Company and open line capacity | inventory, Coin, refresh, lock and review consequence |
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| `UI06-03` Party Line | protected rear-left to exposed front-right order | selected Recruit and changed protection/reach | equipment comparison and Save Order |
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| `UI06-04` Element board | generated Recruit variety | profession-readable enemies | reusable windows, controls, equipment and state language |
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## Generation Contract
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- Provider/model: API Mart GPT-Image-2 through the installed `image-gen` skill.
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- Call ceiling: exactly four accepted paid outputs and total provider cost
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ceiling USD 5 equivalent under the workspace standing authorization. Owner
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decision on 2026-08-12 authorizes retrying transient image-service failures.
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A transport failure with no task ID may be resubmitted after reachability
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returns; a known task ID must be resumed rather than submitted again.
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- Full-screen concepts: `2048x1152`, opaque PNG, `16:9`.
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- Element board: `2048x2048`, opaque PNG, regular `2x2` review grid.
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- Existing Aetherbound images control only original line/material/color
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direction. Existing HTML captures control only information topology. Neither
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is copied as a final layout.
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- No third-party commercial screenshot, art, audio, code, name or prose is used
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as an image reference or stored in this batch.
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- Preserve prompt, task ID, cost response, output SHA-256 and agent/Owner review
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status. All four outputs begin as `concept_direction`.
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## Hard Rejections
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- fixed named hero cast, relationship framing or gacha rarity presentation;
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- tiny actors, portrait-card walls, generic dark dashboards or floating glass;
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- manual attack/skill buttons that contradict automatic battle;
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- multi-lane or grid combat that contradicts the single horizontal Party Line;
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- copied commercial layout, recognizable third-party character or logo;
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- illegible pseudo-text treated as final UI, text baked into production assets;
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- photorealism, 3D render, chibi proportions, pixel art, beige parchment
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monoculture, neon-purple wash, excessive bloom, bokeh or decorative orbs.
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## Gate
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Batch 01 advances only after the Owner selects or rejects the visual direction
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for all four images. Approval authorizes applying the system to the 50-page
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prototype; it does not authorize engine development or bulk final asset
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production.
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## Owner Review 01
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Owner review on 2026-08-12 rejected `UI06-01` and `UI06-02` as visual
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direction. Both outputs remain provenance history only.
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- The rendering reads as Western cel-shaded steampunk illustration rather than
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the required light 2D Japanese hand-drawn game presentation.
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- Ordinary allied figures occupy roughly `28-35%` of screen height. Reference
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gameplay evidence supports approximately `10-15%` for ordinary units so a
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full ten-member Company and large enemy group remain legible together.
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- `UI06-01` behaves like a six-hero showcase rather than a continuous small-unit
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battle line. The repaired target is eight to ten visible allied units, room
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for materially larger enemy groups, and stronger horizontal travel space.
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- `UI06-02` also inherits the superseded fixed-character identities from its
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old concept-board reference. Its integrated Market topology may inform later
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layout, but its people and art style are rejected.
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The next paid output is one corrected battle calibration image. No other page
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expands until the Owner accepts its unit scale and Japanese 2D rendering.
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## Owner Review 02
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Owner review on 2026-08-12 accepted `UI06-05` as the formal visual and battle
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scale baseline. It is the only accepted image from Batch 01.
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- Japanese 2D thin-line, cel-color actor rendering and softly painted
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environment are approved.
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- Ordinary unit height of approximately `10-14%` of the landscape canvas is
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approved.
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- A complete ten-member Company, materially larger enemy group, continuous
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horizontal entry space and compact top/bottom HUD are approved.
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- `UI06-01` and `UI06-02` remain rejected and may not be used as style or
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character identity references.
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The next stage is formal UI master composition, followed by one bounded
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character/enemy/boss animation-pipeline proof. Bulk final asset production
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remains frozen until both are reviewed.
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## Formal UI Masters Batch 02
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Eight new 2K masters now cover Title/Continue, New Run, integrated Market,
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Party Line/Equipment, Result/Loss/Recovery, Guild/contract dialogue,
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Settings/accessibility and the reusable component language. All use `UI06-05`
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as their first style reference. Their prompts, task IDs, exact hashes, costs and
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agent visual observations are retained under
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`docs/prototype/generation/phase6_ui_masters_02/`.
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The batch is ready for Owner direction review. Generated lettering, names,
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currency values and numbers are explicitly non-authoritative. Result density,
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real Simplified Chinese/English copy, 130% text, responsive layout, input and
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animation remain open. Motion-pipeline proof and bulk asset production remain
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frozen until the Owner reviews the masters.
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