Merge remote-tracking branch 'origin/visual'

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-24 12:16:52 +01:00
co-authored by Claude Opus 4.6
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### Added
- `tooling/tea-comment` — single-command wrapper for posting Gitea PR/issue comments with multi-line bodies
- Insert/HUD wireframe and visual spec (#314) — dual character variants (smuggler social network view, detective investigation overlay) with pixel-precise layout, entity markers, time display, border arrows, commission grid, and all interaction states
- `/sprint-status` cleanup sweep skill — consistent health report with tickets by status, PR cross-reference, bookkeeping issue detection, and open work by team
- `sprint sweep` CLI subcommand — structured JSON output for sprint health checks (grouped tickets, per-team summary, issue detection)
- Knowledge Flow & NPC Boundaries workshop — 5 D-records (D-079D-083) covering grant architecture, NPC-to-NPC propagation, unprompted disclosure, NPC information boundaries MVP, contradiction detection pipeline
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# Insert/HUD Wireframe and Visual Specification — v0.1
## Dual Character Variants: Smuggler + Detective
**Ticket:** #314
**Author:** Araminta (Visual Designer)
**Date:** 2026-02-24
**Status:** Active — feeds #263 (time display client implementation) and #151 (minimap rendering)
**Visual grammar reference:** `docs/design/visual-grammar-v01.md` (§7 Neural Insert Overlay)
---
## 1. System Architecture
The insert HUD is not a UI panel bolted onto the game. It is the player character's **neural lattice** — Settled Reach technology that overlays computational data onto the character's perception. Every element on z-layer 6 is diegetic: the character is experiencing this information through their implant, not reading a game interface.
This has direct design consequences:
- The insert does not appear/disappear — it activates and deactivates. The character's lattice is always there; they choose when to engage it.
- Labels use the character's vocabulary, not the game's. The smuggler's insert calls it "The Last Shift." The detective's insert calls it "Licensed Establishment, District 7."
- The same underlying `ObserverSnapshot` feeds both variants. One parameterized system: `lattice_profile` on the snapshot determines which visual mode renders. Stig builds one HUD framework, not two. The variants are rendering configurations, not separate systems.
### 1.1 Technical Parameters
| Parameter | Smuggler | Detective |
|-----------|----------|-----------|
| `lattice_profile` | `lattice_baseline` | `lattice_augmented` |
| Line weight | 1px | 12px |
| Annotation density | Sparse — essential markers only | Dense — more markers, connection lines |
| Passive opacity | 60% | 80% |
| Active opacity | 85% | 100% |
| Bloom | 23px gaussian at 40% blend | 23px gaussian at 40% blend |
| Chrome color | `#c8d0e0` | `#c8d0e0` |
### 1.2 Z-Layer Position
Insert HUD lives entirely on **z-layer 6**. It renders above fog (z-layer 5) and below monologue/UI (z-layer 7). The fog shader does not mask it — insert data is computational, not perceptual. Entity markers can appear in fogged areas if the lattice has position data.
---
## 2. Screen Layout
**Base resolution:** 1920×1080px
The HUD has four zones:
```
┌─────────────────────────────────────────────────────────────────────────────┐
│ [STANCE] [PERCEPTION] [TIME] │ ← HUD chrome band (y: 080px)
│ │
│ │
│ WORLD VIEW │
│ (insert entity markers rendered here, │
│ positioned at entity world locations) │
│ │
│ ↑ ↑ ↑ ↑ border arrows appear here │
│ ← (for off-screen known POIs) → │
│ ↓ ↓ ↓ ↓ │
│ │
│ [INVENTORY] [INVENTORY] │ ← inventory band (y: 816864px)
├─────────────────────────────────────────────────────────────────────────────┤
│ DIALOGUE BOX (z-layer 7, when active) │ ← bottom 20% (y: 8641080px)
│ [NPC speech] │
│ [response options] │
└─────────────────────────────────────────────────────────────────────────────┘
```
**Coordinate system:** Origin (0,0) is top-left. X increases rightward, Y increases downward. All pixel values at 1920×1080 base; Godot 4 DPI scaling handles other resolutions.
**Dialogue box:** The bottom 20% (216px) is reserved when dialogue is active. Insert overlay remains visible at 60% of its normal opacity when dialogue is open — the lattice keeps running, the character keeps perceiving. The insert does not suppress during dialogue.
---
## 3. Time Display
**Feeds:** Ticket #263 (client time display implementation)
### 3.1 Position and Dimensions
| Property | Value |
|----------|-------|
| Container x | 1720px → 1904px (right-inset 16px, 184px wide) |
| Container y | 16px → 64px (48px tall) |
| Background | `#0e1218` at 40% opacity — barely-there panel behind text |
| Typeface | Michroma Regular 400 |
| Alignment | Right-aligned text, right-inset 8px within container |
This position is intentionally unremarkable. The player should find it without hunting for it.
### 3.2 Smuggler Variant
Single line: the time. Informal, just the clock.
```
09:42
```
| Property | Value |
|----------|-------|
| Text | `{HH}:{MM}` — 24-hour format, always two digits each |
| Font size | 24px |
| Color | `#c8d0e0` (insert chrome) |
| Opacity | 80% passive, 100% when insert active and entity hover |
| Y position | Center within container, ~y: 32px |
No annotation. The smuggler's lattice gives them the time. That's it.
### 3.3 Detective Variant
Two lines: clock on top, shift indicator below. The detective thinks in shifts.
```
09:42
SHIFT A ·
```
| Element | Value |
|---------|-------|
| Time text | `{HH}:{MM}` — Michroma 20px, `#c8d0e0` at 80% passive, y: 26px in container |
| Phase label | `SHIFT {X}` — Michroma 11px, `#c8d0e0` at 60%, y: 50px in container |
| Phase dot | 4px circle, phase-color (see below), same y as phase label |
**Day phase to shift mapping:**
| Game time | Shift label | Dot color |
|-----------|-------------|-----------|
| 05:0012:00 | `SHIFT A` | `#c8d0e0` (chrome, neutral) |
| 12:0018:00 | `SHIFT B` | `#c8d0e0` (chrome, neutral) |
| 18:0022:00 | `SHIFT C` | `#e8c547` (amber — social hours, higher risk of contacts) |
| 22:0005:00 | `SHIFT OFF` | `#4a9ebb` (teal — night, lower routine activity) |
The dot is a subtle visual cue, not a state machine icon. It gives the detective's lattice a slightly more annotated feel than the smuggler's plain clock.
### 3.4 Insert-Off Behavior
When `insert_active == false`:
- Time display dims to 50% of passive opacity
- Background panel disappears entirely
- Text remains — the character always knows what time it is, even without active lattice engagement. Time is ambient lattice output, not targeting output.
- Phase label (detective) also dims to 50%
The time display is the one persistent insert element. Everything else goes dark on insert deactivation.
---
## 4. Entity Markers
Entity markers appear at each entity's world position — rendered in world space on z-layer 6. They are not minimap icons in a panel; they annotate the world the player is looking at.
### 4.1 Smuggler Variant — Social Network View
The smuggler sees their world as a social network. People are dots. Labels are familiar names.
**Dot specification:**
| Property | Value |
|----------|-------|
| Shape | Filled circle |
| Diameter | 6px |
| Color | D-033 relationship color for this NPC |
| Bloom | 23px gaussian at 40% blend |
| Passive state | 60% opacity |
| Active state (hover) | 100% opacity + bloom brightens |
| All non-hovered on hover | 40% opacity (focus effect) |
The dot sits at the entity's sprite anchor point (center-bottom of the 64×64 canvas). It does not float; it attaches to the entity.
**Label specification:**
Named NPCs (Kael, Lera, Sera, etc.) always show a casual label. Generic NPCs show no label unless hovered.
| Property | Value |
|----------|-------|
| Typeface | Michroma 11px |
| Color | `#c8d0e0` at 70% passive, 100% on hover |
| Position | 8px above the dot, horizontally centered |
| Format | First name only for Known NPCs: `Kael` |
| Format | Location nickname for POIs: `The Last Shift`, `Kael's usual spot` |
| Background | None — label is direct on world view. Keep it legible against zone palettes. |
**Relationship colors applied:**
| NPC state | Dot color | Label format |
|-----------|-----------|--------------|
| Unknown | `#4a9ebb` teal | No label (generic) |
| Known/Friendly | `#6bc9a6` green | First name |
| Person of Interest | `#e8c547` amber | First name + `?` suffix: `Torek?` |
| Hostile | `#d45d5d` red | First name |
The smuggler does not see "Person of Interest." To them, amber means "something's off about this person" — not a case file designation.
### 4.2 Detective Variant — Investigation Overlay
The detective sees their world as a case map. Known individuals are flagged. Locations have institutional labels. The overlay is denser and more annotated.
**Named NPC marker specification:**
| NPC type | Shape | Size | Color |
|----------|-------|------|-------|
| Person of Interest | Diamond (rotated square) | 10px × 10px | `#e8c547` amber |
| Known/Friendly | Filled circle | 6px | `#6bc9a6` green |
| Unknown | Filled circle | 6px | `#4a9ebb` teal |
| Hostile / Suspect | Diamond | 10px × 10px | `#d45d5d` red |
The diamond shape is the detective's POI designation — it communicates "flagged" without text. The smuggler's variant uses only circles because their lattice doesn't have case-file designation logic.
**Label specification:**
| Property | Value |
|----------|-------|
| Typeface | Michroma 11px |
| Color | `#c8d0e0` at 80% passive, 100% on hover |
| Position | 10px above the marker, right-aligned to marker center |
| NPC label format | `POI: K. Davan` (formal: last name initial + surname) |
| NPC label format | `K. Davan` for Known/non-POI |
| Location label | See §5 |
**Evidence annotation:**
When the detective has logged evidence associated with an entity, a small square appears adjacent to their marker:
| Property | Value |
|----------|-------|
| Shape | Filled square |
| Size | 4px × 4px |
| Position | 4px right of the primary marker |
| Color | `#e8c547` amber |
| Opacity | 60% passive, 100% on hover |
This is the insert's way of flagging "you have something on this person." It doesn't say what.
**Commission grid overlay (Detective only):**
The detective's augmented lattice renders a very faint reference grid across the viewport. This is the "commission-style" aesthetic — the world read as a site map.
| Property | Value |
|----------|-------|
| Grid lines | Horizontal + vertical, every 5 visual tiles (~320px) |
| Line color | `#333340` at 20% opacity |
| Line weight | 1px |
| Behavior | Always visible when insert active, disappears on insert-off |
The grid does not animate, pulse, or react. It is a passive reference overlay. Five lines across the width, five down the height, making a 5×5 grid of reference squares. It is barely visible — felt as structure, not seen as decoration.
---
## 5. Location Labels
Location labels appear at POI anchor points in world space — the entrance tile or center tile of a known location.
### 5.1 Smuggler Variant
Casual labels, written in the smuggler's vocabulary. These are their personal pins.
| Location | Label text |
|----------|-----------|
| The Last Shift (bar) | `The Last Shift` |
| The Terminal (logistics hub) | `The Terminal` |
| Maintenance corridor (smuggling space) | `B-7 drop` (or specific pin label) |
| Kael's regular position | `Kael's usual spot` |
| Property | Value |
|----------|-------|
| Typeface | Michroma 12px |
| Color | `#c8d0e0` at 50% — location labels are backgrounded, not foregrounded |
| Position | Centered on location anchor, 16px above entity-level (below any entity markers at that location) |
| Visibility | Always visible for known locations, fades in on discovery |
### 5.2 Detective Variant
Institutional labels, written in Commission case file format.
| Location | Label text |
|----------|-----------|
| The Last Shift (bar) | `Licensed Establishment · District 7` |
| The Terminal (logistics hub) | `Freight Operations Hub · Level 2` |
| Maintenance corridor | `Restricted Access — Corridor B-7` |
| Kael's regular position | `K. Davan Last Sighted` |
| Property | Value |
|----------|-------|
| Typeface | Michroma 11px |
| Color | `#c8d0e0` at 70% — slightly more prominent than smuggler's labels |
| Position | Same as smuggler, centered on anchor |
| Secondary text | Dot separator `·` between primary name and category/district |
| Visibility | Always visible for known/case-file locations |
---
## 6. Border Arrows (Off-Screen Navigation)
When a known POI or tracked entity is outside the current viewport, a border arrow appears at the screen edge pointing toward them.
**The camera is locked to the player character (D-014).** Border arrows are the only navigation affordance for off-screen known locations. There is no minimap panel.
### 6.1 Arrow Specification
| Property | Value |
|----------|-------|
| Shape | Equilateral triangle, apex pointing toward screen edge |
| Size | 12px × 10px |
| Inset from edge | 8px |
| Color | Matches the POI's relationship color (D-033), or `#c8d0e0` chrome for neutral known locations |
| Opacity | 60% passive, 100% on hover |
| Label on hover | Location name (using appropriate variant's label format), Michroma 10px, appears inside-screen adjacent to arrow |
**Clustering:** When multiple POIs are off-screen in similar directions, arrows stack with 4px gap. Maximum 6 arrows per edge before clustering into a count indicator: `+3` (Michroma 10px, chrome color).
**Decay:** If the character has only `Suspects` confidence about a location (not `KnowsOf`), the border arrow renders at 30% opacity with a dashed border (1px alternating 2px on / 2px off). "Something might be there."
### 6.2 Smuggler vs Detective
- **Smuggler:** Border arrows appear for Known/Friendly NPCs and personal pins. The arrow color is the NPC's relationship color. The label is casual. Unknown NPCs do not generate border arrows.
- **Detective:** Border arrows appear for all case-file entries, POIs, and known locations regardless of relationship state. Evidence-flagged entities show the amber evidence square (4px) adjacent to the arrow.
---
## 7. Inventory Indicators (Smuggler Only)
Per D-065: the smuggler can carry up to 34 physical items. Icons appear in the lower-right corner, above the dialogue band.
| Property | Value |
|----------|-------|
| Position | x: 1904px (right inset 16px), y: 816px → 856px |
| Icon size | 40×40px |
| Gap between icons | 8px horizontal, right-to-left stacking |
| Opacity | 80% passive, 100% on hover |
| Empty slots | Not displayed — icons only appear when items are carried |
| Z-layer | 6 (insert layer), but icons are physical objects, not lattice data |
**Item icons (placeholder descriptions for #314 — actual sprites are a separate ticket):**
- Manifest copy: document silhouette
- Corridor access token: hexagonal tag silhouette
- Personal comm log: communication device silhouette
Icons do not disappear when insert is off — they are physical items, not lattice annotations. The character still has pockets whether or not their insert is active.
**Detective inventory:** The detective has 2 inventory slots but they are knowledge-only in v0.1 (D-065). No inventory icons display for the detective in v0.1.
---
## 8. Stance Indicator
Both variants show the current movement stance. This is ambient information — the player set it, but may have forgotten.
| Property | Value |
|----------|-------|
| Position | x: 16px → 180px, y: 826px → 856px (lower-left, above dialogue band) |
| Typeface | Michroma 11px |
| Color | `#c8d0e0` at 50% — intentionally quiet |
| Content | Current stance label: `WALK` / `CAREFUL` / `SPRINT` / `CROUCH` |
| Behavior | Fades to 30% when dialogue is active |
The stance indicator never hides; it just dims. It is the quietest element in the HUD.
---
## 9. Interaction States
### 9.1 Insert Active — Default State
Full overlay as described in §3–§8. Entity markers, location labels, border arrows, time display, stance indicator, inventory icons all render at their passive opacity values.
### 9.2 Insert Inactive (D-056/D-057)
When `insert_active == false`:
| Element | State |
|---------|-------|
| Entity markers | Hidden |
| Location labels | Hidden |
| Border arrows | Hidden |
| Commission grid (detective) | Hidden |
| Evidence annotations | Hidden |
| Bloom | Off — no gaussian pass |
| Time display | Dims to 50% of passive opacity, background panel disappears |
| Stance indicator | Remains — 30% opacity |
| Inventory icons | Remain — physical, not insert data |
| Cursor | Shape still changes on entity proximity (subconscious physical response per D-056) |
The world goes quiet. The character still moves, still perceives physically, still has their items. But the lattice stops annotating.
### 9.3 Entity Hover (Insert Active)
When the player's cursor enters an entity's interaction radius:
1. Hovered entity's marker brightens to 100% opacity + bloom intensifies to 60%
2. All other entity markers dim to 40% opacity
3. Interaction verb appears: Michroma 13px, D-033 color of the target, positioned 16px above the entity marker
4. Entity label brightens to 100%
The interaction verb is the primary affordance for engagement. The verb appears on the insert layer — it disappears when insert is off, and is unaffected by fog (since it's z-layer 6).
Verb examples: `Talk`, `Observe`, `Follow`, `Confront`, `Examine`
### 9.4 Dialogue Active
When a dialogue interaction is in progress:
| Element | Change |
|---------|--------|
| Dialogue box | Appears at bottom 20% (y: 8641080), z-layer 7 |
| Monologue (if active) | Floats above dialogue box at y: ~800860, z-layer 7 |
| Insert overlay | Reduces to 60% of active opacity — still visible, lattice still running |
| Entity markers | Remain visible but dimmed 40% |
| Hovered entity marker | Stays bright — the conversation target stays highlighted |
| Inventory icons | Remain visible |
| Time display | Remains |
| Stance indicator | Dims to 30% |
The insert doesn't close during dialogue. The character is still aware of their surroundings.
### 9.5 High Perception Load (D-059)
When multiple perception modes are active simultaneously, the insert shows diegetic interference:
| Property | Value |
|----------|-------|
| Effect | Horizontal scan-line distortion |
| Intensity | 5% — subtle, peripheral |
| Behavior | Periodic (not constant), short bursts, random intervals 28 seconds |
| Applies to | All insert elements simultaneously |
| Does NOT apply to | UI z-layer 7 (monologue, dialogue) |
This is a visual warning, not a mechanical penalty. The player reads it as "the lattice is working hard." It should not be alarming; it should be ambient.
---
## 10. Wireframe Mockups
### 10.1 Smuggler Variant — The Last Shift, Evening
The smuggler is in the bar. Kael is nearby (green — Known/Friendly). An unknown dock worker is in the corner (teal). The bar is a known location.
```
┌─────────────────────────────────────────────────────────────────────────┐
│ CAREFUL 09:42 │
│ │
│ ↑ The Last Shift (bar: border direction) │
│ │
│ │
│ ● ● │
│ Kael [player] ● │
│ (green) (cream) (teal) │
│ │
│ The Last Shift │
│ (chrome label, centered) │
│ │
│ │
│ [manifest][token]│
├─────────────────────────────────────────────────────────────────────────┤
│ [dialogue box — inactive] │
└─────────────────────────────────────────────────────────────────────────┘
Legend:
● = entity dot marker (6px) Kael = label (Michroma 11px, chrome)
The Last Shift = location label (Michroma 12px, 50% chrome)
[manifest][token] = inventory icons (40×40px, lower-right)
09:42 = time display (Michroma 24px, upper-right)
CAREFUL = stance (Michroma 11px, lower-left, 50%)
```
### 10.2 Detective Variant — Same Location, Same Time
The detective is outside the bar, watching the entrance. Kael is inside, behind a wall — the lattice shows his last known position as a dim marker. A POI is approaching from the corridor (off-screen right).
```
┌─────────────────────────────────────────────────────────────────────────┐
│ WALK [ANALYT] 09:42 │
│ SHIFT C · │
│ +·····+·····+·····+·····+·····+·····+·····+·····+·····+·····+ │
│ · ·│
│ · ◆ [player] → ·│
│ · K. Davan (blue-wh) [POI: arrow, amber, off-screen]·│
│ · (amber diamond) ·│
│ · ·│
│ · Licensed Establishment · District 7 ·│
│ +·····+·····+·····+·····+·····+·····+·····+·····+·····+·····+ │
│ · ·│
│ · ·│
│ │
│ WALK │
├─────────────────────────────────────────────────────────────────────────┤
│ [dialogue box — inactive] │
└─────────────────────────────────────────────────────────────────────────┘
Legend:
◆ = POI diamond marker (10×10px) K. Davan = formal label (Michroma 11px)
+·····+ = commission grid overlay (Michroma thin, 20% opacity)
→ = border arrow (off-screen POI, amber — K. Davan connection)
Licensed Establishment · District 7 = institutional location label
09:42 / SHIFT C · = time display + shift with amber phase dot
[ANALYT] = perception mode indicator (placeholder position, upper-center-right)
```
### 10.3 Entity Hover State — Detective, POI Hover
```
┌─────────────────────────────────────────────────────────────────────────┐
│ WALK [ANALYT] 09:42 │
│ SHIFT C · │
│ │
│ Talk │
│ Observe │
│ ◆ Confront ←─ interaction verbs (amber, 13px) │
│ K. Davan │
│ [■]◆ (brightened, 100%, bloom 60%) │
│ │
│ all other markers at 40% opacity ─────────────────────────→ │
│ ● │
│ (40%) │
└─────────────────────────────────────────────────────────────────────────┘
[■] = evidence annotation (4×4px amber square, adjacent to diamond)
```
---
## 11. Color Reference Summary
All colors from `visual-grammar-v01.md` §1.5 and §3.2. Reproduced here for implementation reference.
| Use | Hex | Notes |
|-----|-----|-------|
| Insert chrome (default) | `#c8d0e0` | Time display, labels, stance, grid |
| Entity — Unknown | `#4a9ebb` | Cool teal. Default NPC state. |
| Entity — Known/Friendly | `#6bc9a6` | Soft green. Trusted network. |
| Entity — POI | `#e8c547` | Warm amber. Flagged. |
| Entity — Hostile | `#d45d5d` | Muted red. Subjective danger. |
| Player — Detective | `#e0e8ff` | Cool blue-white. |
| Player — Smuggler | `#e8e0d0` | Warm cream. |
| Unexplored wireframe | `#333340` | Not used in HUD chrome directly — world layer use |
| Time panel background | `#0e1218` at 40% | Barely-there. Matches zone ambient palette. |
**Saturation rule:** Entity D-033 colors must remain the most saturated elements on screen at all times. Nothing in the insert chrome may compete with entity color saturation (D-044, §3.6 of visual grammar). The chrome is cool grey-white — it frames entity colors, never rivals them.
---
## 12. Typography Reference
All text is Michroma Regular 400 (Google Fonts). No exceptions (visual-grammar-v01.md §5.4).
| Role | Size | Color | Opacity (passive / active) | Z-layer |
|------|------|-------|---------------------------|---------|
| Time display | 24px (smuggler) / 20px (detective) | `#c8d0e0` | 80% / 100% | 6 |
| Phase label (detective) | 11px | `#c8d0e0` | 60% / 80% | 6 |
| Entity label (hover) | 11px | `#c8d0e0` | 70% / 100% | 6 |
| Location label (smuggler) | 12px | `#c8d0e0` | 50% / 70% | 6 |
| Location label (detective) | 11px | `#c8d0e0` | 70% / 90% | 6 |
| Interaction verb | 13px | D-033 target color | 95% (always active) | 6 |
| Stance indicator | 11px | `#c8d0e0` | 50% / 60% | 6 |
| Border arrow label (hover) | 10px | `#c8d0e0` | 0% / 100% (hover-only) | 6 |
---
## 13. What This Document Does Not Cover
These are deliberately out of scope for #314. Separate tickets own them.
- **Perception mode overlay visual design** — thermal, camera feed, etc. (#315 area, depends on D-017/D-048 full spec)
- **Monologue display system** — typography animation, stacking (#315)
- **Sound indicator visual design** — fog-edge ping pulse (#317)
- **THE FRIEND visual treatment** — special relationship visual affordances (#318)
- **Minimap panel** (if a panel approach is ever adopted — currently border arrows handle navigation, no panel exists in v0.1)
- **World map / inter-location navigation** — a different system entirely
- **Cursor states** — specified in D-056, not repeated here
---
## Appendix A — Integration Notes for Stig (#263)
**For the time display implementation (#263):**
1. The time display container is at **x: 17201904, y: 1664** (right-inset 16px from 1920px width). These are your anchor coordinates.
2. The `ObserverSnapshot` needs to expose current game time (hours, minutes) and current day phase. Consult D-031 for the tick-to-time mapping (10 ticks = 1 game-minute).
3. Time display text must be **right-aligned** within the container. Don't center it — it should feel like a readout in the upper-right corner.
4. The background panel (`#0e1218` at 40%) should be a simple NinePatchRect or ColorRect — minimal, no rounded corners.
5. When `insert_active == false`: set time display `modulate.a = 0.5 * passive_opacity` and hide the background panel. The text stays; the container chrome disappears.
6. For the detective's phase label: drive the shift string from a simple range lookup on the game hour (see §3.3 table above). The dot color is a color constant mapped from phase — not dynamic.
7. The phase label is visible only on `lattice_profile == lattice_augmented`. Single boolean check in the time display node.
**For the entity marker system (future tickets):**
- One marker scene, parametrized by shape (circle vs diamond), size, color, bloom intensity
- The `lattice_profile` drives shape selection: baseline = circles always, augmented = diamonds for POI state, circles for other states
- Evidence annotation (`■`) is a separate child node, shown/hidden based on KnowledgeGraph query for evidence entries on this entity
- Commission grid is a separate CanvasLayer node, only visible when `lattice_profile == lattice_augmented` and `insert_active == true`
---
## Appendix B — Decision Cross-References
| Decision | Relevance |
|----------|-----------|
| D-013 | Diegetic insert/POI navigation. The HUD IS the neural insert. |
| D-014 | Minimap spec: "dots when close, border arrows for known distant POIs" |
| D-019 | Camera tilt — sprites authored for shallow tilt. Markers sit above entity anchor. |
| D-031 | Time system — tick-to-time mapping, day phases. Feeds §3. |
| D-033 | Entity color = relationship to player. All marker colors source from this. |
| D-048 | Neural insert visual design. Bloom spec, character variants. |
| D-049 | Z-layer 6 = insert overlay. Z-layer 7 = UI/monologue. |
| D-051 | "Settling is placement." Object density as meaning. Insert labels reflect this. |
| D-056 | Cursor states persist when insert-off. |
| D-057 | Entity interaction labels suppressed when insert-off. |
| D-059 | Perception load → scan-line interference at 5%. |
| D-065 | Inventory: 40×40px icons, smuggler-only in v0.1. |
| D-066 | Dual-scale grid. Entity markers anchor to visual tile positions. |