5.9 KiB
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:
- selected front and rear characters versus the Riftblade on one ground line;
- the current attack/guard/heal/projectile consequence;
- 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
- Fresh launch and in-game Restart both reach the same Title/yard state.
- Home and Restart remain visible and touchable on yard, battle and victory.
- Exactly one front and one rear choice are required; every candidate can be selected, replaced and selected again with no stale state.
- No pre-battle Contract, difficulty, paid hire, equipment or order step exists.
- Parsed ScreenTouch drives the complete chain with fallback/direct zero.
- Normal rendering covers Title, empty yard, one selection, ready Company,
battle pressure and victory at
1280x720,844x390and390x844in zh_CN/English and 130% text without clipping. - A 15-30 second normal-render recording proves visible actor motion and state change; screenshots alone cannot pass the dynamic slice.
- 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.
Legal Terminal
Aetherbound Guild P9.0R1 game opening candidate ready
or
Aetherbound Guild P9.0R1 redesign required: <earliest failed player boundary>