1.9 KiB
1.9 KiB
Phase 7 UI Production Contract
Visual System
- Landscape reference stage:
16:9; protected controls stay inside safe edges. - Owner-facing shell: quiet light workspace with a persistent dark index.
- Game surfaces: painted world first, compact graphite/ivory instruments second, teal route state, gold committed action, jade safe result and coral danger.
- Actor scale: ordinary battle units occupy 10-14% of stage height; UI portraits may be larger only in Recruit inspect, loss review and Records.
- Text is native HTML. AI imagery may never provide labels, values or controls.
- Every primary action has enabled, selected, disabled and failure language.
Eight Page Families
- Boot, Title and Run creation.
- Guild, Market and Recruit management.
- Equipment, Artifact and Party preparation.
- Risk selection and commitment.
- Automatic Battle, inspect, pause, retreat and resume.
- Result, casualty, reward, recovery and run closure.
- Progression, Records, Chronicle and Oath Season.
- Settings, save/data and accessibility.
Asset Slots
actor-card: transparent identity anchor, full body, feet visible.actor-line: idle/action frame at crowd scale with stable baseline.equipment-96andequipment-64: accepted transparent item assets.vfx-128: detached semantic cue; never baked into actor identity.environment-16x9: opaque scene art behind editable HTML/UI layers.
Generated identity anchors are visual candidates only. They may populate design pages after provenance, chroma cleanup and play-size review, but do not become runtime sprites until a later motion and engine-integration Goal.
Responsive Rule
The game stage keeps 16:9. Wide desktop uses available width up to a readable
maximum. Portrait mobile treats the stage as a horizontal artifact: the shell
stacks controls above it and the dedicated viewer permits horizontal inspection
without compressing game text into an unreadable portrait imitation.