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aetherbound-guild/docs/goals/PHASE9_0R1_GAME_OPENING_REDESIGN_GOAL.md
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Phase 9.0R1 Game Opening Redesign Goal

Status: CANDIDATE_READY

Candidate source: a534af9f7cc477dc977f958a9f2a4bf26b40ab71

Authoritative evidence: ignored local runtime/evidence/p9-0r1-a534af9-attempt02/. Attempt 01 is retained only as INVALID_CONTROLLING_SESSION and was not reused. Owner comprehension, visual, fun, listening, physical-device, packaging, store and release gates remain open.

Owner Decision

The Owner rejected remote Web source f0aa84738041cebf4968d91c6bf170668804e203. The opening looked like a form rather than a game, exposed development labels, split recruitment into two unexplained systems, hid revision/reset affordances, and stopped before any playable encounter.

This Goal replaces that first-play structure. It does not preserve the rejected Contract/First Market presentation merely because its domain tests were green.

Decision Enabled

Decide whether a fresh player can enter a recognizable Japanese hand-painted fantasy game, build one understandable two-person Company, see those characters act in a short battle, understand the result, and restart without coaching.

Player Chain

title -> guild_yard_team_build -> departure -> tutorial_battle -> first_victory
          ^          |                                      |
          +-- replace+---------------- home / restart -------+

Owned Scope

  • Keep the verified cold boot and Title technical behavior but remove internal milestone language from all player-facing screens.
  • Replace Contract, difficulty, four-provisional-plus-two-paid recruitment, equipment purchase/equip, order optimization and receipt screens with one scene-based opening Company choice.
  • Present two explicit positions:
    • front: Hearthguard or Wayrunner;
    • rear: Farstring or Kindhand.
  • Show the selected characters standing in the yard before departure. Choosing the other candidate replaces the current occupant; it never dead-ends.
  • Run one 30-60 second authored tutorial battle with visible advance, front-line contact, enemy attack, front role response, rear ranged attack or healing, enemy defeat and victory.
  • Always expose Home and a confirmed Restart Experience action after Title.
  • End with First expedition complete, the chosen Company and one explicit next goal. No chapter-complete claim is legal.

Experience Contract

  • Fantasy: assemble a small guild squad and watch the formation prove itself on a dangerous route.
  • First focal read: characters acting in the world.
  • Second focal read: the current choice or threat.
  • Third focal read: compact health/role feedback and one primary action.
  • First action by 20 seconds: place or replace one character.
  • First complete Company by 60 seconds without coaching.
  • First encounter begins by 90 seconds and resolves by 150 seconds.
  • The player can explain front versus rear contribution after the result.

Presentation Contract

  • Japanese 2D hand-painted fantasy environment and full-body character art are the visual authority already accepted in Phase 6.
  • World/actors occupy at least 70% of the landscape play field. HUD and commands overlay the world; they do not replace it with a dashboard.
  • UI materials use dark indigo lacquer, warm parchment, brushed gold edge, teal magical glass and crimson danger. Rectangular controls need layered border, highlight, shadow and pressed states; generic flat gray/gold buttons are prohibited.
  • Cards may frame one candidate choice, but a card wall or page-sized panel is prohibited. Each candidate owns one clear role, consequence and Join/Replace action.
  • No P9, CTR, OFF, MKT, EQ, receipt, vertical-slice, locked-future or implementation terminology appears in player copy.

Dynamic Slice

Representative screen: tutorial battle at 844x390 landscape.

Focal order:

  1. selected front and rear characters versus the Riftblade on one ground line;
  2. the current attack/guard/heal/projectile consequence;
  3. compact health and one pause/restart surface.

Motion-state table:

Event Actor Anticipation Impact Recovery/final Reduced motion
departure Company 250 ms lean advance across ground contact stance snap to contact
enemy attack Riftblade telegraph front HP loss idle telegraph + final
guard/dodge front brace/lean reduced damage ready final pose
arrow Farstring draw projectile + enemy HP loss ready projectile final
heal Kindhand lantern raise front HP restoration ready value + final
victory Company/enemy final attack enemy falls victory banner final poses

Acceptance

  1. Fresh launch and in-game Restart both reach the same Title/yard state.
  2. Home and Restart remain visible and touchable on yard, battle and victory.
  3. Exactly one front and one rear choice are required; every candidate can be selected, replaced and selected again with no stale state.
  4. No pre-battle Contract, difficulty, paid hire, equipment or order step exists.
  5. Parsed ScreenTouch drives the complete chain with fallback/direct zero.
  6. Normal rendering covers Title, empty yard, one selection, ready Company, battle pressure and victory at 1280x720, 844x390 and 390x844 in zh_CN/English and 130% text without clipping.
  7. A 15-30 second normal-render recording proves visible actor motion and state change; screenshots alone cannot pass the dynamic slice.
  8. Strict script/parse/resource/import/ObjectDB/RID diagnostics are clean and no owned process remains.

Frozen

  • Contract selection, difficulty, paid Market recruitment, equipment and manual formation optimization.
  • Persistent save/migration, chapters, expanded battles, progression, economy, final audio, bulk assets, device packaging, stores and release.
  • Changes to complete content counts or later-game authority.

Aetherbound Guild P9.0R1 game opening candidate ready

or

Aetherbound Guild P9.0R1 redesign required: <earliest failed player boundary>