docs(decisions): amend stale D-records, close resolved Q-records
Amend 7 high-priority D-records with supersession notes: - D-012: map size superseded by D-094 (256x256) - D-044: outline color scoped to perception mode per D-154 - D-061: width corrected from 640px to 1200px per D-076 - D-086: smuggler scope removed per D-117/D-122 - D-090: marked [SUPERSEDED] by D-117 (tycoon replaces smuggler/detective) - D-035: character enum marked obsolete post-D-117 - D-119: sequencing superseded by D-166 cascade Close 4 resolved scope questions (Q-002, Q-004, Q-005, Q-007). Fix questions.md index — was 61, actually 96 (33 architecture Qs missing). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -153,6 +153,7 @@ How the player observes and interacts with the world: camera, fog, line-of-sight
|
||||
- **Canonical reference:** `docs/workshops/art-direction-mood-board/workshop-outcomes.md` §1.4, §1.5
|
||||
- **Raised by:** Araminta (outline spec), Ozzie (readability priority). Unanimously endorsed.
|
||||
- **Dissent:** None
|
||||
- **Amendment (2026-04-05):** The "D-033 relationship color" outline spec for entities applies only in perception mode overlay. [D-154](scope.md#d-154-character-outline-is-not-a-relationship-indicator--uniform-dark) (2026-03-17) establishes uniform dark outlines (#1a1a1a) for all characters in normal gameplay. The visual hierarchy layers remain valid; the entity outline color rule changes from always-on to perception-mode-only.
|
||||
|
||||
### D-045: Art direction — environmental neutrality (strict zero shift)
|
||||
- **Date:** 2026-02-12
|
||||
@@ -281,12 +282,12 @@ How the player observes and interacts with the world: camera, fog, line-of-sight
|
||||
|
||||
### D-061: Dialogue box — unified conversation log, bottom screen, max 20% height, no portraits
|
||||
- **Date:** 2026-02-13
|
||||
- **Decision:** Dialogue occupies the bottom of the screen, max 20% height, max-width 640px ([D-076](#d-076-dialogue-box-max-width--640px-oq-29-resolution)). NO portraits — the NPC is on screen, a portrait is redundant. Monologue floats ABOVE the dialogue box on z-layer 7 — spatial separation allows monologue to contradict dialogue visually (character thinks one thing while NPC says another). Walk-away via WASD, dialogue fades over 300ms, no close button ([D-064](content.md#d-064-walk-away--three-phase-consequences)). Auto-pause in single-player when implant UI is open; overlay design for multiplayer readiness.
|
||||
- **Decision:** Dialogue occupies the bottom of the screen, max 20% height, max-width 1200px ([D-076](#d-076-dialogue-box-max-width--1200px-oq-29-resolution)). NO portraits — the NPC is on screen, a portrait is redundant. Monologue floats ABOVE the dialogue box on z-layer 7 — spatial separation allows monologue to contradict dialogue visually (character thinks one thing while NPC says another). Walk-away via WASD, dialogue fades over 300ms, no close button ([D-064](content.md#d-064-walk-away--three-phase-consequences)). Auto-pause in single-player when implant UI is open; overlay design for multiplayer readiness.
|
||||
- **Unified conversation log (Sprint 14, #535):** The dialogue box is a single chronological log — not separate panels for active vs passive dialogue. Player-NPC conversations and overheard NPC-NPC conversations ([D-078](#d-078-overheard-npc-conversation--passive-dialogue-panel-with-occlusion-filter)) flow into the same scrolling log. Each entry shows `Speaker → Target: text` with per-character name colours (hash-indexed from configurable palette in `data/dialogue-theme.yaml`). Player response options render below the log; max 3 visible. Locked options invisible ([D-062](content.md#d-062-invisible-locked-dialogue-options)).
|
||||
- **Entry lifecycle:** All entries share the same timeout (15s + 3s fade, configurable via theme YAML). Walk-away clears response options but preserves log entries — earned information is fair game. Panel auto-hides when all entries expire and no active conversation is in progress.
|
||||
- **Passive overheard lines:** Rendered at reduced opacity (0.9) per [D-078](#d-078-overheard-npc-conversation--passive-dialogue-panel-with-occlusion-filter). No response options for overheard content. Walk-away does not fire for passive-only display — the panel dismisses naturally when entries expire or the player walks out of earshot.
|
||||
- **Rationale:** Game world stays live above the dialogue box — player sees NPC body language while talking. Monologue above + dialogue below = the character can think one thing while saying another. Max 3 options + invisible locks = player never knows what they're missing. No portrait because the NPC IS on screen. A single unified log avoids a separate UI element for overheard content and makes the flow of conversation feel natural — active and passive dialogue interleave chronologically.
|
||||
- **Cross-reference:** Invisible locks ([D-062](content.md#d-062-invisible-locked-dialogue-options)), confrontation ([D-063](content.md#d-063-confrontation--same-box-different-weight)), walk-away ([D-064](content.md#d-064-walk-away--three-phase-consequences)), z-stack ([D-049](#d-049-z-level-rendering-stack-8-layers)), max-width ([D-076](#d-076-dialogue-box-max-width--640px-oq-29-resolution)), overheard NPC conversation ([D-078](#d-078-overheard-npc-conversation--passive-dialogue-panel-with-occlusion-filter))
|
||||
- **Cross-reference:** Invisible locks ([D-062](content.md#d-062-invisible-locked-dialogue-options)), confrontation ([D-063](content.md#d-063-confrontation--same-box-different-weight)), walk-away ([D-064](content.md#d-064-walk-away--three-phase-consequences)), z-stack ([D-049](#d-049-z-level-rendering-stack-8-layers)), max-width ([D-076](#d-076-dialogue-box-max-width--1200px-oq-29-resolution)), overheard NPC conversation ([D-078](#d-078-overheard-npc-conversation--passive-dialogue-panel-with-occlusion-filter))
|
||||
- **Source:** Control & Interaction Workshop (2026-02-13). Amended Sprint 14 (#535): unified log architecture.
|
||||
- **Raised by:** Stig (UI spec + no portraits), Lead (20% height constraint + max-width directive). Sprint 14 unified log: Stig (implementation).
|
||||
- **Dissent:** Stig initially proposed 25% height and 50% width centered. Lead constrained to 20% height and max-width.
|
||||
@@ -461,15 +462,16 @@ How the player observes and interacts with the world: camera, fog, line-of-sight
|
||||
- **Visual coherence:** Mixing a generic icon font with the custom geometric primitives (diamond POI markers, 6px dots, 4px evidence squares, commission grid) creates two visual registers on the same UI layer. All insert elements must feel like they came from one design system.
|
||||
- **Godot integration:** Godot 4 handles SVG natively (AtlasTexture, importable SVGs). Runtime color via ShaderMaterial. No font rendering pipeline or bitmap caching needed.
|
||||
- **Icon vocabulary (v0.1):**
|
||||
- Inventory item silhouettes: 3–4 items at 40×40px (manifest, access token, comm log) — smuggler only per [D-065](scope.md#d-065-smuggler-inventory--knowledge-primary-with-physical-evidence)
|
||||
- Inventory item silhouettes: 3–4 items at 40×40px (manifest, access token, comm log)
|
||||
- Perception mode indicators: 2–3 icons at 20×20px (deferred until #315 specs the modes)
|
||||
- Stance indicators: text labels (`WALK`, `CAREFUL`, `SPRINT`, `CROUCH`) at Michroma 11px — icons deferred to v0.2
|
||||
- Border arrows and geometric markers (diamonds, dots, squares): drawn as primitives, not icons
|
||||
- **Authoring constraints:** 1px stroke weight base (scaled to 2px for `lattice_augmented` via parameter), `#c8d0e0` as design reference color (runtime-replaceable), minimal anchor points, no decorative curves.
|
||||
- **Calibration reference:** Phosphor Light (MIT) — not for use, but for evaluating small-size readability of custom shapes during authoring. If a custom icon doesn't read as cleanly as a Phosphor Light equivalent at 16px, simplify it.
|
||||
- **Cross-reference:** Insert overlay ([D-048](#d-048-neural-insert-overlay--visual-design)), insert HUD wireframe (`docs/design/insert-hud-wireframe-v01.md`), visual grammar (`docs/design/visual-grammar-v01.md` §7), cursor states ([D-056](#d-056-cursor-states--insert-styled-geometric)), inventory ([D-065](scope.md#d-065-smuggler-inventory--knowledge-primary-with-physical-evidence))
|
||||
- **Cross-reference:** Insert overlay ([D-048](#d-048-neural-insert-overlay--visual-design)), insert HUD wireframe (`docs/design/insert-hud-wireframe-v01.md`), visual grammar (`docs/design/visual-grammar-v01.md` §7), cursor states ([D-056](#d-056-cursor-states--insert-styled-geometric))
|
||||
- **Raised by:** Araminta (analysis and recommendation), project lead (confirmed).
|
||||
- **Dissent:** None.
|
||||
- **Amendment (2026-04-05):** "Smuggler only per D-065" scope on inventory item silhouettes is obsolete. [D-117](scope.md#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content) eliminates the smuggler/detective frame; [D-122](content.md#d-122-all-npcs-generated--no-named-hand-authored-characters) removes named characters. Inventory icons are no longer character-specific. D-065 cross-reference removed.
|
||||
|
||||
---
|
||||
|
||||
|
||||
Reference in New Issue
Block a user