4.6 KiB
P9.2R Gameful Opening Implementation Plan
Status:
ACTIVEActive step:P9.2R-STEP-2 EMBODIED_SELECTIONBaseline:840b111d55980f7178d12f871b6290f10b060e70Goal:docs/goals/PHASE9_2R_GAMEFUL_OPENING_GOAL.mdContract:docs/runtime/PHASE9_2R_GAMEFUL_OPENING_CONTRACT.mdLedger:docs/reviews/PHASE9_GODOT_VERTICAL_SLICE_LEDGER.md
Player-Visible Stopping Point
P9.2R ends when Title through first-battle departure reads as one continuous Guild Yard action rather than an app wizard, while every accepted gameplay rule and later battle remains unchanged.
Ordered Steps
| Step | Status | Player outcome | Verification | Commit boundary |
|---|---|---|---|---|
| P9.2R-STEP-0 Contract | COMPLETE |
The rejected boundary, dynamic slice and frozen rules are explicit. | Goal/contract/plan/checkpoint links; one representative screen and action chain. | Planning commit. |
| P9.2R-STEP-1 Yard entry | COMPLETE |
Enter Game opens a living Guild Yard with visible commission, threat, four Recruits and one obvious action instead of a menu/briefing card flow. | Marker ABG_P9_2R_GAMEFUL_YARD_ENTRY_OK; front-door/touch, six-pair, 180-path and P9.2 focused regressions; two normal 844x390 frames; strict diagnostics zero. |
Product source 3b3f459; evidence in STEP_1_EVIDENCE.md. |
| P9.2R-STEP-2 Embodied selection | IN_PROGRESS |
Tapping actors rallies/removes them in the world; two choices form the automatic line without card pages. | Six pairs/two click orders, capacity/revision, parsed touch and zero/one/two selection frames. | Focused pushed commit. |
| P9.2R-STEP-3 Departure | PENDING |
The ordered line visibly departs through the breach and reaches the preserved battle exactly once. | Commit/duplicate/cleanup tests, reduced motion and 15-30 second recording. | Focused pushed commit. |
| P9.2R-STEP-4 Integrated H5 | PENDING |
Owner can play the repaired opening remotely. | P9.1/P9.2 regressions, layout/language matrix, source-bound Web export and browser validation. | Delivery closure, pushed. |
| P9.2R-STEP-5 Owner review | PENDING |
Owner decides whether the opening now feels like a game. | Uncoached Owner observation. | Accept or redesign terminal. |
Step 1 Contract
Owned files:
runtime/compat/p9_0_root_facade.gd
runtime/tests/p9_2r/gameful_yard_entry_test.gd
docs/runtime/p9_2r/IMPLEMENTATION_PLAN.md
docs/runtime/p9_2r/STEP_1_EVIDENCE.md
CURRENT_CHECKPOINT.md
docs/reviews/PHASE9_GODOT_VERTICAL_SLICE_LEDGER.md
Step 1 may change only Main Menu and first-commission presentation plus the transition between them. It must keep page/state IDs and existing callbacks so accepted navigation, settings, Home and Restart behavior remain compatible.
Acceptance:
- Enter Game reaches a full-bleed Guild Yard, not a full-height menu panel.
- The commission and breach threat are readable in under two short lines.
- All four existing Recruits are visible in-world before selection.
- One primary
Assemble Companyaction enters the accepted Recruit-selection state; information and settings are compact secondary controls. - At 844x390 the world/actors occupy at least 70% of the screen and no repeated candidate card exists.
- zh_CN/en, 130%, 1280x720 and 390x844 remain in bounds.
Frozen
P9.2 battle, all values and rules, P9.1 session flow after departure, new media, audio generation, persistence, casualty, content, packaging and release.
Step 2 Contract
Owned files:
runtime/compat/p9_0_root_facade.gd
runtime/tests/p9_2r/gameful_recruit_rally_test.gd
docs/runtime/p9_2r/IMPLEMENTATION_PLAN.md
docs/runtime/p9_2r/STEP_2_EVIDENCE.md
CURRENT_CHECKPOINT.md
docs/reviews/PHASE9_GODOT_VERTICAL_SLICE_LEDGER.md
Player outcome: the player chooses people by touching the people in the Yard. The chosen actor changes position and gains a selected sigil; two choices show the system's lead/support order in the same world. The player can remove one, replace one, review the resulting line and proceed without seeing a Recruit card grid or formation cards.
Acceptance:
- Four actor-sized touch targets expose the same four existing Recruits.
- Zero, one and two selections are visually distinct through position, sigil, outline and text; color is not the only signal.
- A third Recruit is visibly unavailable at capacity without mutating state.
- Tapping a selected actor removes only that actor and reopens capacity.
- All six unordered pairs and both click orders yield the same existing automatic order.
- Recruit selection and formation review contain no repeated Recruit or formation cards and remain in the same full-bleed Yard.
- Parsed ScreenTouch, zh_CN/en 130%, reduced motion and 844x390 bounds pass.