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aetherbound-guild/docs/goals/PHASE7_UI_PRODUCTION_ATLAS_GOAL.md
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Phase 7 UI Production Atlas Goal

Decision

Enable the Owner to decide whether the complete page system is sufficiently clear, coherent and visually representative to authorize a Godot vertical slice.

Player Chain

The primary review chain is:

Title -> Contract -> choose two of four -> creation receipt -> Market -> hire -> Party Line -> equipment comparison -> Risk -> automatic Battle -> inspect -> result -> casualty -> reward -> recovery -> next Market

Owned Scope

  • Upgrade prototype/site/ without changing the accepted game rules.
  • Keep all 50 player-facing screen IDs individually viewable.
  • Replace generic page fallbacks with page-specific compositions.
  • Use real Simplified Chinese copy and factual sample values.
  • Integrate only accepted or explicitly Phase-7-generated visual candidates.
  • Prove three missing base-Profession identity anchors, using at most three API Mart GPT-Image-2 paid calls under the workspace standing authorization.
  • Bind accepted equipment and VFX samples to the relevant UI states.
  • Produce a self-contained Gallery bundle and browser evidence.

Frozen

  • Godot/runtime code, gameplay formulas, save behavior and content counts.
  • Bulk production of 42 Profession, 320 equipment, 60 Artifact, 100 enemy, 16 boss or eight complete Region libraries.
  • Character action-row expansion beyond existing accepted motion evidence.
  • New music, SFX, speech, video, packaging, signing, stores and release.

Acceptance

  1. The atlas exposes exactly 50 unique screen IDs and eight page families.
  2. Every screen has a page-specific composition, title, purpose, primary action and safe return/error state; no generic placeholder panel remains.
  3. The core chain is clickable with Chinese as the default language.
  4. All generated text is replaced by deterministic HTML text.
  5. The reference 16:9 stage is fully visible without clipping at desktop and landscape mobile widths; the gallery shell remains usable on portrait mobile.
  6. Character, equipment and VFX images preserve provenance and are never described as runtime-integrated or final bulk art.
  7. Static validation, browser interaction checks, screenshots and console-log inspection pass from one clean immutable revision.
  8. Owner understanding, visual acceptance, fun, audio, device and development authorization remain open.

Aetherbound Guild Phase 7 production UI atlas candidate ready

or

Aetherbound Guild Phase 7 redesign required: <earliest failed boundary>

Candidate Result

Source 7bfd7b5c248a7f02a7eefcfeecfe42f534a7c673 satisfies the automated Phase 7 acceptance boundary:

  • exactly 50 individually selectable, page-specific compositions;
  • 23 clickable first-play states with Simplified Chinese as the default;
  • four traceable base-Profession identity anchors and 34 total source-mapped character, equipment and VFX presentation assets;
  • desktop, tablet, portrait-phone and landscape-phone checks;
  • self-contained offline bundle and zero captured browser console errors.

Authoritative browser evidence is prototype/gallery/evidence/r7-candidate-7bfd7b5-attempt02/. Its browser log SHA-256 is 5ed7499b0eb2def928ff46973f33cac7d8e90738d97050b8771bc3e21f7b2694 and its 20-row inventory SHA-256 is 0acb79ef3b59de1623d7fd7b4b2cc5ffb022d732652a536918d5d95734543d61.

This closes only the automated design-atlas candidate. Owner comprehension, visual acceptance, fun, audio/listening, runtime, device, package, store and release gates remain open.