98 lines
4.9 KiB
Markdown
98 lines
4.9 KiB
Markdown
# Aetherbound Guild / 裂脉远征团
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An original landscape 2D Japanese hand-drawn guild-expedition strategy game.
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This repository is currently in **pre-development design review**. Formal game
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implementation, bulk final-asset production, packaging, and publishing are
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forbidden until the owner approves the complete product, content, presentation,
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balance, and interactive-design package.
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## Current Product Boundary
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- Generated run-bound Recruits with no fixed story protagonists
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- 12 base, 24 advanced, and 6 hidden Professions; 36 mechanical Traits
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- 320 equipment identities and 60 run-wide Artifacts
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- 100 ordinary/elite enemies and 16 bosses across 8 Regions
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- 15-25 hour first clear and 60+ hour mastery breadth
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- Landscape 16:9, premium cross-platform target, English and Simplified Chinese
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- 2D Japanese hand-drawn presentation using modular Recruit assemblies,
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profession/equipment overlays, authored key poses, and readable silhouettes
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The game may learn structural lessons from authorized private reference
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research, but its setting, characters, enemies, names, art, audio, UI,
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progression, formulas, and expression must be original.
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## Review The Phase 7 Production UI Atlas
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The owner-facing HTML in [`prototype/site/`](prototype/site/) is the current
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responsive landscape production UI atlas. It keeps all 50 page IDs directly
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inspectable, uses page-specific compositions instead of generic fallback
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cards, and reads the current authorities directly when the Gallery bundle is
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built. Simplified Chinese is the owner-facing default; English remains
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available from the language control. The complete 23-state first-play chain,
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its decision labels, consequences, controls, and the Screen Atlas summaries
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use native HTML text rather than generated lettering.
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1. **First play:** inspect 23 states from Contract setup through two-of-four
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run creation, two separate Market hires, party ordering, risk, automatic
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battle, diagnosis, reward, equipment adaptation, casualty, and recovery.
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2. **Screen atlas:** inspect exactly 50 current page/state IDs. Every ID has a
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page-specific composition plus loading/empty, error/confirmation, and
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interruption/return variants; there are no generic page fallbacks.
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3. **Regions:** inspect all eight Region directions, encounter pressure, enemy
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identities, and two bosses per Region.
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4. **Catalogs:** search 42 Professions, 36 Traits, 320 equipment items, 60
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Artifacts, 100 ordinary/elite enemies, and 16 bosses.
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5. **Reference map:** compare 15 proven functional structures with the current
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original Aetherbound composition; no commercial media is embedded.
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6. **Review gates:** open the seven critical Owner review groups and keep human
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comprehension, visual, fun, listening, and device approval separate from
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deterministic HTML checks.
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The seventh group covers the concrete **Guild Charter** (Renown spends for
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breadth, never permanent combat power) and the final-boss decision between
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**Complete the First Chronicle** and **Open the Oath Season**. Both choices
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archive the cleared generated Company; Oath Season begins with a new generated
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run and ordinary New Run remains available.
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Run it locally from the repository root:
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```bash
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python3 -m http.server 8766 --directory prototype/site
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```
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Then open `http://127.0.0.1:8766`. The published Artifact Gallery link is a
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disposable presentation copy; this repository remains the design authority.
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Gallery publication must use the self-contained bundle because the Gallery
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viewer intentionally sandboxes HTML and may not forward its access cookie to
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relative CSS, JavaScript, JSON, or image requests:
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```bash
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python3 tools/build_gallery_bundle.py
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```
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The build command regenerates `prototype/site/data/catalog.json`, verifies the
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current exact counts and unique IDs, recursively embeds the UI candidate PNG
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and WebP assets, and writes the self-contained
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`prototype/gallery/aetherbound-guild-prototype.html`. Phase 7 browser
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verification is in `prototype/site/verify-r7.js`; it requires an
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already-provisioned Playwright Node module and Chrome, starts no external
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service, and writes ignored screenshots to a caller-selected evidence root.
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`python3 tools/verify_ui_asset_provenance.py` proves that all 34 character,
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equipment and VFX presentation copies are byte-identical to their recorded
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accepted candidate sources.
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## Evidence Boundary
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The HTML is an interactive **design prototype**, not a playable build. Existing
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image boards are labeled concept direction only. The current one-line party,
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transactions, readable UI, stable IDs, and text are independently authored in
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HTML. Traceable character, equipment and VFX candidate images are present to
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show composition and scale, but none is a final runtime sprite, animation,
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Godot integration, device capture or human-approved result.
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See [`docs/README.md`](docs/README.md) for the complete authority map and
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[`docs/reviews/PRE_DEVELOPMENT_READINESS_AUDIT.md`](docs/reviews/PRE_DEVELOPMENT_READINESS_AUDIT.md)
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for the exact completed and open gates.
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