Governance: - D-166 amendment (2026-06-12): outside-in build order (geo → econ-on-world → building templates → door boundary contracts → NPC/interiors → gameplay); Phase 5 ramps in parallel once outsides are walkable (gate: T-962) - D-114/D-115/D-117/D-118/D-120 marked superseded by D-166 (inbound anchors fixed) - D-221 amended: milestones retired, cascade-hierarchy gating is canonical - Q-077/Q-068/Q-036 resolved (answered by events); Q-110 (scale anchoring) and Q-111 (live-econ coupling) opened from cascade grounding Ticket tree (147 stray backlog tickets dispositioned): - New parents: T-1036 (post-cascade gameplay parking), T-1037 (maintenance initiative) - Re-homed: 15 → Phase 4 (T-750), 30 → Phase 5 (T-749), 11 → Phase 6 (T-751), 21 → gameplay parking, 28 → maintenance; children follow their epics - Cancelled 12 administrative shells (mirror tickets, emptied pre-cascade umbrellas, v0.2 pivot shell T-603); T-9/T-28 closed done; T-745 in_progress - New grounded tickets T-1038..T-1044: inter-settlement road/rail graph, L3→L4 dispatch threading, river-channel-anchor bug, 64m landform-repeat bug, region seam blending, road-entry octants, drainage re-run fix Docs: - CLAUDE.md cascade paragraph updated to the amended rule - 20 v0.1-era docs/design files marked superseded with pointers; content-structure-canonical retitled (v0.2 label dropped) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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6.2 KiB
title, description, type, status, sprint, ticket, created, superseded_by
| title | description | type | status | sprint | ticket | created | superseded_by |
|---|---|---|---|---|---|---|---|
| Character Creation Screen Wireframe | UI layout specification for the character creation screen — wireframe deliverable for ticket #685 | design | superseded | 28 | 685 | 2026-03-19 | D-166 |
SUPERSEDED (2026-06-12, cascade-refocus sweep): superseded by D-166 (Phase 5 player work; built on the superseded D-115 skills+bookmark scope — the D-146 tile-scale preview decision still stands). Kept as historical record; do not build against it.
Character Creation Screen Wireframe
Ticket: #685 Designed by: Jeroen (project lead) Tool: Frame0 Downstream: #694 (client: character creation screen), #705 (character editor Godot tool)
Wireframe Files
All source JSON and exported PNGs in docs/design/wireframes/character-creation/:
| File | Description |
|---|---|
main-layout.json/.png |
Body tab (default view on open) |
head-tab.json/.png |
Head template + eyebrows tab |
hair-tab.json/.png |
Hair style + facial hair tab |
clothing-tab.json/.png |
Clothing slot selector tab |
accessories-tab.json/.png |
Accessories slot selector tab |
color-picker.json/.png |
Color picker modal (opens on swatch click) |
Screen Layout
Preview pane (left, ~60% of screen)
- Live 3D compositor in SubViewport (D-149, D-146)
- Default camera: frontal (-5°) for editor (D-158), toggle to dramatic (-30°)
- Default facing: South (face-forward)
- [Q] / [E] rotate buttons — incremental cardinal rotation (D-155)
- Always LOD Tier 0, no degradation
Tab panel (right, ~35% of screen)
5 tabs: Body, Head, Hair, Clothing, Accessories
Each tab follows the same layout pattern:
- Search bar (top, fixed) — scoped to current tab contents
- Scrollable content grid (middle) — item/option thumbnails
- Color dock (bottom, fixed, non-scrolling) — context-sensitive color controls
Footer (full width, bottom)
- [ESC] Back — return to main menu
- [R] Randomise — randomize all slots
- [ENTER] Start — confirm character and begin game
Tab Contents
Body
- Skin tone dock (bottom): 9 preset swatches (separate from the D-165 clothing palette)
- Body type grid: 11 options (D-159) organized as:
- Female row: Thin, Average, Muscular, Heavy, Teen
- Male row: Thin, Average, Muscular, Heavy, Teen
- Child (unlabeled row — no gendered framing)
Head
- Head template grid: Trellis-generated unique heads (D-163), scrollable. Starts with 4 Quaternius starters.
- Skin tone dock (bottom): same 9 swatches as Body tab (shared state)
Hair
- Hair style grid: Short A, Short B, Medium A, Medium B, Long A, Bald (and more via scroll)
- Facial hair selector: None, Stubble, Beard, Moustache
- Eyebrow selector: Regular, Female, Teen, Thick (matches Source tier asset keys)
- Hair color dock (bottom): Hair primary + Hair highlight (auto) + Eyebrow tint (auto from hair, independent override) + Facial hair tint (auto from hair, independent override — single tint for both beard and moustache)
Clothing
- Slot selector (fixed): Torso, Legs, Feet, Hands — click to filter the grid below
- Item grid: Shows items for the selected slot (Coveralls, Jacket, Shirt, etc.)
- Item color dock (bottom): Primary / Secondary / Accent swatches. Secondary and Accent auto-derive if unset.
Accessories
- Slot selector (fixed): Hat, Goggles, Mask, Backpack, Belt, Wrist L, Wrist R, Earring L, Earring R, Necklace
- Item grid: Shows items for the selected slot
- Item color dock (bottom): Primary / Secondary swatches
Color Picker Modal
Opens when any color swatch in a dock is clicked. Overlays the tab panel.
- 54-swatch palette (6 rows × 9 columns, D-165):
- Reds (H=0° S=35%)
- Greens (H=150° S=28%)
- Blues (H=215° S=35%)
- Purples (H=275° S=28%)
- Browns (H=28° S=35%)
- Neutral grays (#000000 → #ffffff, even steps)
- Hex input field with Apply button for custom colors
- Recent custom colors: 9 slots, persisted at game (save) level
- Cancel / OK buttons
Keyboard Navigation
Full keyboard/controller support required (existing character_select.gd is keyboard-friendly):
- Tab / Shift+Tab: cycle between tabs
- Arrow keys: navigate within grids
- Enter: select item / confirm
- Q / E: rotate character in preview
- R: randomize
- ESC: back to main menu
Design Decisions Referenced
| Decision | Summary |
|---|---|
| D-146 | Tile-scale preview with heavy zoom (compatible with 3D via SubViewport) |
| D-149 | 3D characters rendered live |
| D-153 | Player not visually distinct from NPCs |
| D-155 | Cardinal rotation only in editor |
| D-157 | Game start = alarm clock / fade from black (editor is separate context) |
| D-158 | Frontal camera default for editor |
| D-159 | 11 body types (5 types × 2 genders + 1 child) |
| D-163 | Trellis-generated unique heads |
| D-160 | 18 body segments (clothing hides covered segments) |
| D-165 | Color picker palette (5×9 muted hues + 1×9 neutral gray — clothing colors only, not skin tones) |
Notes for Implementation (#694)
- Held items (held_l, held_r) are not in the character creator — those are play-time decisions. Wrist slots replace them.
- The color picker modal should preview changes live on the 3D model before OK is pressed.
- Search filters items by name within the active tab only.
- The skin tone dock appears on both Body and Head tabs and shares state — changing it on one updates the other.
- Compositor coverage: Changing body type or clothing in the editor must update segment visibility on the
CharacterCompositor. Clothing items hide the body segments they cover (e.g. torso clothing hidesseg_torso). The preview must reflect this in real time — switching from a tank top to a jacket should hide the arm segments underneath. - Eyebrow tint and facial hair tint are independent from hair color. Default: auto-derive from hair primary. Player can override to any color via the color picker.
- Earring L/R and Necklace are jewelry accessory slots — they use
accessory_primary/accessory_secondarycolor regions like other accessories.