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aetherbound-guild/docs/runtime/p9_2r/IMPLEMENTATION_PLAN.md
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P9.2R Gameful Opening Implementation Plan

Status: ACTIVE Active step: P9.2R-STEP-2 EMBODIED_SELECTION Baseline: 840b111d55980f7178d12f871b6290f10b060e70 Goal: docs/goals/PHASE9_2R_GAMEFUL_OPENING_GOAL.md Contract: docs/runtime/PHASE9_2R_GAMEFUL_OPENING_CONTRACT.md Ledger: 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 Company action 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.